Tibor Guzsvinecz

Orcid: 0000-0003-3273-313X

According to our database1, Tibor Guzsvinecz authored at least 23 papers between 2015 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
A Preliminary Analysis of E-sports Game Reviews.
Proceedings of the 18th IEEE International Symposium on Applied Computational Intelligence and Informatics, 2024

Development of a Virtual Environment that Contains Multiple Browsers to Explore the Learning Experience of Students with Cognitive Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2024

2023
Length and sentiment analysis of reviews about top-level video game genres on the steam platform.
Comput. Hum. Behav., December, 2023

Examining the Results of Virtual Reality-Based Egocentric Distance Estimation Tests Based on Immersion Level.
Sensors, March, 2023

The correlation between positive reviews, playtime, design and game mechanics in souls-like role-playing video games.
Multim. Tools Appl., 2023

2022
Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR.
Virtual Real., 2022

Psychophysical Examination of Memory Colors using a Web Application - A Pilot Study.
Proceedings of the 13th IEEE International Conference on Cognitive Infocommunications, 2022

2021
Researching virtual reality and augmented reality devices to enhance human-computer interaction
PhD thesis, 2021

2020
Presenting the User's Focus in Needs & Development (UFIND) method and its comparison to other design methods.
Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications, 2020

Test software development of size and contrast effect research.
Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications, 2020

Preliminary results of evaluating a prediction-based algorithm for movement pattern recognition and classification.
Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications, 2020

2019
Suitability of the Kinect Sensor and Leap Motion Controller - A Literature Review.
Sensors, 2019

Improved algorithms for movement pattern recognition and classification in physical rehabilitation.
Proceedings of the 10th IEEE International Conference on Cognitive Infocommunications, 2019

Preparing spatial ability tests in a virtual reality application.
Proceedings of the 10th IEEE International Conference on Cognitive Infocommunications, 2019

Indoor Navigation for People with Visual Impairment using Augmented Reality Markers.
Proceedings of the 10th IEEE International Conference on Cognitive Infocommunications, 2019

2018
Designing Trainer's Manual for the ISG for Competence Project.
Proceedings of the Computers Helping People with Special Needs, 2018

Developing a virtual reality application for the improvement of depth perception.
Proceedings of the 9th IEEE International Conference on Cognitive Infocommunications, 2018

2017
How to develop serious games for social and cognitive competence of children with learning difficulties.
Proceedings of the 8th IEEE International Conference on Cognitive Infocommunications, 2017

Development of Mathematical Skills Developing Game Software.
Proceedings of the Harnessing the Power of Technology to Improve Lives, 2017

"Sliders" Android Game - Improving Logical Skills of People with Disabilities.
Proceedings of the Harnessing the Power of Technology to Improve Lives, 2017

Android-Based Daily Routine Organizing Application for Elementary School Students Living with ASD.
Proceedings of the Harnessing the Power of Technology to Improve Lives, 2017

2016
Android Games for Developing Fine Coordination of Movement Skills.
Proceedings of the Computers Helping People with Special Needs, 2016

2015
Developing movement recognition application with the use of Shimmer sensor and Microsoft Kinect sensor.
Proceedings of the Assistive Technology, 2015


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