Conferences related to Computer Games

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2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

HRI is a highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2018 13th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchersin robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior,anthropology, and many other fields.

  • 2017 12th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    The conference serves as the primary annual meeting for researchers in the field of human-robot interaction. The event will include a main papers track and additional sessions for posters, demos, and exhibits. Additionally, the conference program will include a full day of workshops and tutorials running in parallel.

  • 2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    This conference focuses on the interaction between humans and robots.

  • 2015 10th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a single -track, highly selective annual conference that showcases the very bestresearch and thinking in human -robot interaction. HRI is inherently interdisciplinary and multidisciplinary,reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificialintelligence, organizational behavior, anthropology, and many other fields.

  • 2014 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a highly selective annual conference that showcases the very best research and thinking in human -robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2013 8th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a single -track, highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2012 7th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a single-track, highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2011 6th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    Robot companions Lifelike robots Assistive (health & personal care) robotics Remote robots Mixed initiative interaction Multi-modal interaction Long-term interaction with robots Awareness and monitoring of humans Task allocation and coordination Autonomy and trust Robot-team learning User studies of HRI Experiments on HRI collaboration Ethnography and field studies HRI software architectures HRI foundations Metrics for teamwork HRI group dynamics.

  • 2010 5th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    TOPICS: Robot companions, Lifelike robots, Assistive (health & personal care) robotics, Remote robots, Mixed initiative interaction, Multi-modal interaction, Long-term interaction with robots, Awareness and monitoring of humans, Task allocation and coordination, Autonomy and trust, Robot-team learning, User studies of HRI, Experiments on HRI collaboration, Ethnography and field studies, HRI software architectures

  • 2009 4th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    * Robot companions * Lifelike robots * Assistive (health & personal care) robotics * Remote robots * Mixed initiative interaction * Multi-modal interaction * Long-term interaction with robots * Awareness and monitoring of humans * Task allocation and coordination * Autonomy and trust * Robot-team learning * User studies of HRI * Experiments on HRI collaboration * Ethnography and field studies * HRI software architectures

  • 2008 3rd ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    Robot companions Lifelike robots Assistive (health & personal care) robotics Remote robots Mixed initiative interaction Multi-modal interaction Long-term interaction with robots Awareness and monitoring of humans Task allocation and coordination Autonomy and trust Robot-team learning User studies of HRI Experiments on HRI collaboration Ethnography and field studies HRI software architectures HRI foundations Metrics for teamwork HRI group dynamics Individual vs. group HRI

  • 2007 2nd Annual Conference on Human-Robot Interaction (HRI)


2019 IEEE 58th Conference on Decision and Control (CDC)

The CDC is recognized as the premier scientific and engineering conference dedicated to the advancement of the theory and practice of systems and control. The CDC annually brings together an international community of researchers and practitioners in the field of automatic control to discuss new research results, perspectives on future developments, and innovative applications relevant to decision making, systems and control, and related areas.The 58th CDC will feature contributed and invited papers, as well as workshops and may include tutorial sessions.The IEEE CDC is hosted by the IEEE Control Systems Society (CSS) in cooperation with the Society for Industrial and Applied Mathematics (SIAM), the Institute for Operations Research and the Management Sciences (INFORMS), the Japanese Society for Instrument and Control Engineers (SICE), and the European Union Control Association (EUCA).


2019 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

CVPR is the premier annual computer vision event comprising the main conference and severalco-located workshops and short courses. With its high quality and low cost, it provides anexceptional value for students, academics and industry researchers.

  • 2020 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premier annual computer vision event comprising the main conference and several co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry researchers.

  • 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premier annual computer vision event comprising the main conference and several co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry researchers.

  • 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conferenceand 27co-located workshops and short courses. With its high quality and low cost, it provides anexceptional value for students,academics and industry.

  • 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.

  • 2015 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    computer, vision, pattern, cvpr, machine, learning

  • 2014 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. Main conference plus 50 workshop only attendees and approximately 50 exhibitors and volunteers.

  • 2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.

  • 2012 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Topics of interest include all aspects of computer vision and pattern recognition including motion and tracking,stereo, object recognition, object detection, color detection plus many more

  • 2011 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Sensors Early and Biologically-Biologically-inspired Vision, Color and Texture, Segmentation and Grouping, Computational Photography and Video

  • 2010 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Concerned with all aspects of computer vision and pattern recognition. Issues of interest include pattern, analysis, image, and video libraries, vision and graphics, motion analysis and physics-based vision.

  • 2009 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Concerned with all aspects of computer vision and pattern recognition. Issues of interest include pattern, analysis, image, and video libraries, vision and graphics,motion analysis and physics-based vision.

  • 2008 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2007 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2006 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2005 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)


2019 Winter Simulation Conference (WSC)

WSC is the premier international forum for disseminating recent advances in the field of system simulation. In addition to a technical program of unsurpassed scope and quality, WSC provides the central meeting for practitioners, researchers, and vendors.


2018 15th IEEE Annual Consumer Communications & Networking Conference (CCNC)

IEEE CCNC 2018 will present the latest developments and technical solutions in the areas of home networking, consumer networking, enabling technologies (such as middleware) and novel applications and services. The conference will include a peer-reviewed program of technical sessions, special sessions, business application sessions, tutorials, and demonstration sessions


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Periodicals related to Computer Games

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Automatic Control, IEEE Transactions on

The theory, design and application of Control Systems. It shall encompass components, and the integration of these components, as are necessary for the construction of such systems. The word `systems' as used herein shall be interpreted to include physical, biological, organizational and other entities and combinations thereof, which can be represented through a mathematical symbolism. The Field of Interest: shall ...


Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


Communications Letters, IEEE

Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)


Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


Communications, IEEE Transactions on

Telephone, telegraphy, facsimile, and point-to-point television, by electromagnetic propagation, including radio; wire; aerial, underground, coaxial, and submarine cables; waveguides, communication satellites, and lasers; in marine, aeronautical, space and fixed station services; repeaters, radio relaying, signal storage, and regeneration; telecommunication error detection and correction; multiplexing and carrier techniques; communication switching systems; data communications; and communication theory. In addition to the above, ...


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Most published Xplore authors for Computer Games

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Xplore Articles related to Computer Games

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A consistency regulation algorithm for client-server-based multiplayer computer games

IET Irish Signals and Systems Conference (ISSC 2012), 2012

Consistency is one of the most important aspects to be considered when designing a Distributed Interactive Application, and particularly in networked Multiplayer Computer Games (MCGs). Several techniques exist which aim to reduce network traffic in an attempt to maintain an acceptable level of consistency. However, these techniques are static in nature, as they do not adapt to the varying network ...


Assessment of Children with Autism Based on Computer Games Compared with PEP Scale

2017 International Conference of Educational Innovation through Technology (EITT), 2017

Assessment is an important prerequisite for the intervention of children with autism. The traditional approach has a high dependence on the assessor's expertise and experience, and is susceptible to some subjective factors. Due to the lack of experienced assessors, it is necessary to investigate alternatives to assess the children with autism properly. Computer games have great potentials for assessment of ...


Sphero as an interactive tool in computer games for people with ID

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

This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of ...


Design and application of computer games online system in connect5

2016 Chinese Control and Decision Conference (CCDC), 2016

An intelligent computer games online system is designed and implemented based on c/s model with the function of the human-computer and human-human games. In order to solve the problem of the low search efficiency of connect5 game, many improvements are proposed in the paper. In the aspect of the network communication, the Socket technology is applied with the Twisted framework ...


Design and improvement of the parallel algorithm in the computer games system

2016 Chinese Control and Decision Conference (CCDC), 2016

The core technology of the computer games is the search. The paper is studied to research both the mononuclear search algorithm and the parallel search algorithm. For the mononuclear search algorithm, the selective search thought is supplied to the computer games system. For the parallel search algorithm, the paper studies the several existing multi-core parallel search methods and analyzes their ...


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Educational Resources on Computer Games

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IEEE-USA E-Books

  • A consistency regulation algorithm for client-server-based multiplayer computer games

    Consistency is one of the most important aspects to be considered when designing a Distributed Interactive Application, and particularly in networked Multiplayer Computer Games (MCGs). Several techniques exist which aim to reduce network traffic in an attempt to maintain an acceptable level of consistency. However, these techniques are static in nature, as they do not adapt to the varying network conditions. This paper presents an algorithm which aims to maintain an acceptable level of consistency by adapting to changes in the network. The algorithm is a rate-based approach which monitors the remote inconsistency of all players participating in a client-server-based MCG. It operates on the premise that as the network conditions across the links between the server and the clients vary, so too will the remote inconsistency. In response, the rate at which the updates are transmitted from the server to all the remote clients is adapted, ensuring that an acceptable level of consistency is maintained. Simulation results for the proposed algorithm are also presented.

  • Assessment of Children with Autism Based on Computer Games Compared with PEP Scale

    Assessment is an important prerequisite for the intervention of children with autism. The traditional approach has a high dependence on the assessor's expertise and experience, and is susceptible to some subjective factors. Due to the lack of experienced assessors, it is necessary to investigate alternatives to assess the children with autism properly. Computer games have great potentials for assessment of children with autism, which provide objective results by collecting and analyzing the game data. However, the validity and reliability of assessment based on computer games still need to be investigated further. The comparative studies are carried out in this paper. Four assessment functions in the PEP (Psycho-Educational Profile) scale, such as perception, fine motor, hand eye coordination and cognitive performance, are compared with the computer games. The results indicate that the assessment based on computer games can correctly reflect the assessment results of traditional PEP scale. Statistical analysis confirms that these two methods are well consistent. Moreover, the assessment based on computer games can provide more quantitative indicators of the capacity of children with autism.

  • Sphero as an interactive tool in computer games for people with ID

    This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the highest level of satisfaction in both groups in the game involving Sphero. In terms of effectiveness of activities for this profile of participant as interventions the results reveal that driving and care activities do show an adequate response, though with worse results related to memory.

  • Design and application of computer games online system in connect5

    An intelligent computer games online system is designed and implemented based on c/s model with the function of the human-computer and human-human games. In order to solve the problem of the low search efficiency of connect5 game, many improvements are proposed in the paper. In the aspect of the network communication, the Socket technology is applied with the Twisted framework based on the event driven. According to many experimental data and results, the provided system online is demonstrated to be feasible and effective in connect5 game.

  • Design and improvement of the parallel algorithm in the computer games system

    The core technology of the computer games is the search. The paper is studied to research both the mononuclear search algorithm and the parallel search algorithm. For the mononuclear search algorithm, the selective search thought is supplied to the computer games system. For the parallel search algorithm, the paper studies the several existing multi-core parallel search methods and analyzes their advantages and disadvantages. According to the characteristics, the improvement scheme is put forward to the parallel search algorithm. The practical results of the computer games system show the comparison effect between the original methods and the improved methods. The paper finally discusses some special programming skills of the Alpha-Beta implementation in the parallel search system. The advanced and modified algorithm is proved to be practical and applicative by experimentations and tests of parallel computer games system provided in this paper.

  • Design and application of machine learning algorithm computer in connect6 of computer games system

    The paper introduces briefly some of the key structures of the computer games system in connect6. And it mainly provides a further optimization for the current existing computer games system in connect6. The machine learning algorithm can increase the adaptive width adjustment in the MTD (f) algorithm and the self-learning method by TD_BP algorithm in the evaluation function which could strengthen the “thinking” ability on the computer games system in connect6. The advanced and modified algorithm is proved to be practical and applicative by experimentations and tests of computer games system in connect6 provided in this paper.

  • The new mode of education — Focus on information transmission of computer games

    Based on the analysis of computer games draw computer game contains a wealth of education value and learning function. In daily life, parents, teachers often use "one size fits all", students take "effective" way to cope with learning. Relevant literatures and studies show that computer games on student's growth and development has far-reaching influence . This article through to computer games to the discussion to remind education workers and relevant personage to examine it, and brings them some enlightenments.

  • Application and design of computer games system in connect6

    This paper introduces the present development and situation of computer games, especially in connect6. Through the regulations of computer games in connect6, it is described that main technologies and principles are existing in the connnect6 game. According to the algorithm and application of other mature computer games, the five steps of connect6 method and skill is improved to be advanced and modified effectively and critically. These five steps are the followings: chess interface response, evaluation function, move generator, searching engine and starting steps database. The advanced and modified techniques are proved to be practical and applicative by the experimentation of computer games system in connect6 provided in this paper.

  • Chinese chess algorithm design and implementation in the computer games

    The Chinese chess of the computer games is an important research field in the artificial intelligence which is extremely challenging and popullar. The relative research provides huge contributions to the development of the artificial intelligence. In the paper, a complete computer games system is designed in the pratical situation. The system uses a variety of methods to improve the search game algorithms which belongs to the game system and gains a new and advanced search algorithm. The comparison results of the experiments shows that the advanced search algorithm is effective and practical in the computer games.

  • Application and design of computer games system in Phantom Go

    Phantom Go is a new game based on the incomplete information. This paper analyzes the structure and the functional module of computer games system in Phantom Go. With the combination of advantages of Alpha-Beta search algorithm and Monte-Carlo search algorithm, different search algorithms are applied and used to Phantom Go according to the state of game board. Then the scheme generates the next step by means of the search engine. On the basis of the above design, computer games system in Phantom Go is developed and programmed completely and finally, which can effectively interact and process information. The advanced and modified algorithm is proved to be practical and applicative by experimentations and tests of computer games system in Phantom Go provided in this paper.



Standards related to Computer Games

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Jobs related to Computer Games

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