Jaime Andres Garcia

Orcid: 0000-0001-5718-1605

According to our database1, Jaime Andres Garcia authored at least 29 papers between 2012 and 2023.

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Bibliography

2023
Corrigendum: Real-time affect detection in virtual reality: A technique based on a three-dimensional model of affect and EEG signals.
Frontiers Virtual Real., March, 2023

Editorial: User states in extended reality media experiences for entertainment games.
Frontiers Virtual Real., March, 2023

Leaving the NavMesh: An Ablative Analysis of Deep Reinforcement Learning for Complex Navigation in 3D Virtual Environments.
Proceedings of the AI 2023: Advances in Artificial Intelligence, 2023

2022
Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals.
Frontiers Virtual Real., 2022

CogWorldTravel: Design of a Game-Based Cognitive Screening Instrument.
Proceedings of the Serious Games - Joint International Conference, 2022

Evaluation of CogWorldTravel: A Serious Game for Cognitive Screening.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Towards depression monitoring and prevention in older populations using smart wearables: Quantitative Findings.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Assessing the capabilities of the HTC Vive as a tool to assess the risk of falling in older people.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

2021
Evaluating Balance Recovery Techniques for Users Wearing Head-Mounted Display in VR.
IEEE Trans. Vis. Comput. Graph., 2021

Affective Visualization in Virtual Reality: An Integrative Review.
Frontiers Virtual Real., 2021

Heuristic Evaluation for Virtual Reality for Paediatric Cancer Patient: Perceptions of Healthcare Professionals.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

Exploration Of Encoding And Decoding Methods For Spiking Neural Networks On The Cart Pole And Lunar Lander Problems Using Evolutionary Training.
Proceedings of the IEEE Congress on Evolutionary Computation, 2021

2020
Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer Patients.
IEEE Trans. Games, 2020

Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling.
Environ. Model. Softw., 2020

Emotion visualization in Virtual Reality: An integrative review.
CoRR, 2020

Emotion Recognition Techniques for Geriatric Users: A Snapshot.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Generative Audio and Real-Time Soundtrack Synthesis in Gaming Environments: An exploration of how dynamically rendered soundtracks can introduce new artistic sound design opportunities and enhance the immersion of interactive audio spaces.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020

2019
Evaluating A VR-based Box and Blocks Test for Automatic Assessment of Manual Dexterity: A Preliminary Study in Parkinson's Disease.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Solitaire Fitness: Design of an asynchronous exergame for the elderly to enhance cognitive and physical ability.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Mysterious Murder - MCTS-driven Murder Mystery Generation.
Proceedings of the IEEE Conference on Games, 2019

Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC).
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Last Island: Exploring Transitions to Sustainable Futures through Play.
Proceedings of the Australasian Computer Science Week Multiconference, 2019

2018
Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

Assessing the validity of in-game stepping performance data from a kinect-based fall prevention exergame.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

Assessing user engagement with a fall prevention game as an unsupervised exercise program for older people.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

2014
The Mobile RehApp™: an AR-based mobile game for ankle sprain rehabilitation.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Assessing the Kinect's Capabilities to Perform a Time-Based Clinical Test for Fall Risk Assessment in Older People.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Step kinnection: a hybrid clinical test for fall risk assessment in older adults.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2012
Exergames for the elderly: Towards an embedded Kinect-based clinical test of falls risk.
Proceedings of the Health Informatics: Building a Healthcare Future Through Trusted Information, 2012


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