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Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment., , , and . MindTrek, page 49-59. ACM, (2021)Predicting Game Engagement and Difficulty Using AI Players., , , , , and . CoRR, (2021)Recognizing Emotional Expression in Game Streams., , , , and . CHI PLAY, page 301-311. ACM, (2019)Learning High-Risk High-Precision Motion Control., , and . MIG, page 9:1-9:10. ACM, (2022)Body-controlled trampoline training games based on computer vision., , , , and . CHI Extended Abstracts, page 1143-1148. ACM, (2013)Martial arts in artificial reality., , , , and . CHI, page 781-790. ACM, (2005)Predicting Mid-Air Interaction Movements and Fatigue Using Deep Reinforcement Learning., , , , , and . CHI, page 1-13. ACM, (2020)PPO-CMA: Proximal Policy Optimization with Covariance Matrix Adaptation., , , and . MLSP, page 1-6. IEEE, (2020)Shadow boxer: a physically interactive fitness game., , , , and . NordiCHI, page 389-392. ACM, (2004)Än Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI by Game Industry Professionals., , , and . CoRR, (2023)