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One for all, all for one: Agents with social identities.

, , and . CogSci, cognitivesciencesociety.org, (2013)

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Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games., , and . FDG, page 49:1-49:4. ACM, (2023)One for all, all for one: Agents with social identities., , and . CogSci, cognitivesciencesociety.org, (2013)The geometry friends game AI competition., , , , and . CIG, page 431-438. IEEE, (2015)Towards a Better Gold Standard: Denoising and Modelling Continuous Emotion Annotations Based on Feature Agglomeration and Outlier Regularisation., , , and . AVEC@MM, page 73-81. ACM, (2018)Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR., , and . MIG, page 3:1-3:10. ACM, (2020)Early Playtesting with Clients and Therapists of More Game-Like Therapy., , , , and . CoG, page 1-8. IEEE, (2023)The Traveling Percussionist., and . EvoMUSART, volume 7247 of Lecture Notes in Computer Science, page 165-175. Springer, (2012)Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena., and . FDG, page 82:1-82:11. ACM, (2020)User Evaluation of Affective Dynamic Difficulty Adjustment Based on Physiological Deep Learning., and . HCI (16), volume 12196 of Lecture Notes in Computer Science, page 3-23. Springer, (2020)Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety., , , and . FDG, page 15:1-15:11. ACM, (2023)