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Response: HTTP/1.1 200 OK Content-Type: application/vnd.mendeley-document.1+json Date: Sat, 07 Dec 2019 13:49:49 GMT Vary: Accept-Encoding Vary: Accept-Encoding X-Mendeley-Trace-Id: 8UsWSs3UX1c Content-Length: 25075 Connection: keep-alive [{"title":"INVESTIGACIÓN SOBRE PSICOLOGIA DE LA MOTIVACIÓN EN LAS UNIVERSIDADES ESPAÑOLAS","type":"web_page","websites":["http://reme.uji.es/articulos/abarbe9141912100/texto.html"],"id":"92078ab4-59d4-3cc2-bde5-7244e32f8180","created":"2019-10-27T16:28:42.799Z","accessed":"2019-10-27","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-27T16:28:42.799Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Ergonomic Development of Video Game Controllers","type":"journal","authors":[{"first_name":"Raghav","last_name":"Bhardwaj"}],"year":2017,"identifiers":{"doi":"10.4172/2165-7556.1000209","issn":"2165-7556"},"keywords":["Anthropometrics","Ergonomics","Gaming","Input devices","Video game controllers"],"id":"1302c4ab-4a85-3a6e-9185-1560524d0bb1","created":"2019-10-26T10:06:15.758Z","accessed":"2019-10-26","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-26T10:06:20.472Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"(No Title)","type":"web_page","websites":["https://www.longdom.org/open-access/the-ergonomic-development-of-video-game-controllers-2165-7556-1000209.pdf"],"id":"13352d14-6dc8-382e-8dbc-63cf4d8ace4f","created":"2019-10-26T10:06:15.758Z","accessed":"2019-10-26","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-26T10:06:19.819Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"(No Title)","type":"web_page","websites":["https://nickredfern.files.wordpress.com/2013/03/nick_redfern-film-style-and-narration-in-rashomon-post-print.pdf"],"id":"bc6095c0-b1c0-36df-801a-2d8541692a52","created":"2019-10-21T11:50:19.716Z","accessed":"2019-10-21","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-21T11:50:21.867Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Film style and narration in Rashomon","type":"journal","authors":[{"first_name":"Nick","last_name":"Redfern"}],"year":2013,"source":"Journal of Japanese and Korean Cinema","identifiers":{"doi":"10.1386/jjkc.5.1-2.21_1"},"keywords":["Kurosawa Akira","Rashomon","film style","multiple correspondence analysis","narration","statistical analysis"],"pages":"21-36","volume":"5","issue":"2","websites":["https://leedstrinity.academia.edu/NickRedfern"],"id":"e605e6c3-656b-3744-8c29-96f956853bf6","created":"2019-10-21T11:50:19.716Z","accessed":"2019-10-21","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-21T11:50:21.937Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This article analyses the use of film style in Rashomon (Kurosawa Akira, 1950) to determine whether the different accounts of the rape and murder provided by the bandit, the wife, the husband and the woodcutter are formally distinct by comparing shot length data and using multiple correspondence analysis (MCA) to look for relationships between shot scale, camera movement, camera angle and the use of point-of-view (POV) shots, reverse-angle (RA) cuts and axial cuts. The results show that the four accounts of the rape and the murder in Rashomon differ not only in their content but also in the way they are narrated. The editing pace varies so that although the action of the film is repeated the presentation of events to the viewer is different each time. Different types of shot are used to create the narrative perspectives of the bandit, the wife and the husband that marks them out as either active or passive narrators reflecting their level of narrative agency within the film, while the woodcutterrs account exhibits both active and passive aspects to create an ambiguous mode of narration. Rashomon is a deliberately and precisely constructed artwork in which form and content work together to create an epistemological puzzle for the viewer."},{"title":"Virtual storyteller: reader takes charge of story","type":"web_page","websites":["https://phys.org/news/2010-06-virtual-storyteller-reader-story.html"],"id":"4f14a03f-b4a2-3942-9092-5687e4f79a79","created":"2019-06-17T15:34:03.858Z","accessed":"2019-06-17","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-17T15:34:03.858Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Generating Procedural Narrative - Nonadecimal Creative","type":"web_page","websites":["http://nonadecimal.com/site/procedural-narrative/"],"id":"1e772138-7db6-3aa5-a39d-e6aee8509d6b","created":"2019-06-17T15:32:02.429Z","accessed":"2019-06-17","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-17T15:32:02.429Z","tags":["Interactive Storytelling","Procedural Narrative","Story Generation","Video Games"],"read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The emotional arcs of stories are dominated by six basic shapes","type":"report","authors":[{"first_name":"Andrew J","last_name":"Reagan"},{"first_name":"Lewis","last_name":"Mitchell"},{"first_name":"Dilan","last_name":"Kiley"},{"first_name":"Christopher M","last_name":"Danforth"},{"first_name":"Peter Sheridan","last_name":"Dodds"}],"identifiers":{"arxiv":"1606.07772v1"},"websites":["http://hedonometer.org/books/v3/1/"],"id":"0d43ec9b-638f-3ebb-aed5-4411fa240222","created":"2019-06-09T15:03:15.314Z","accessed":"2019-06-09","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-09T15:03:19.752Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Advances in computing power, natural language processing, and digitization of text now make it possible to study our a culture's evolution through its texts using a \"big data\" lens. Our ability to communicate relies in part upon a shared emotional experience, with stories often following distinct emotional trajectories, forming patterns that are meaningful to us. Here, by classifying the emotional arcs for a filtered subset of 1,737 stories from Project Gutenberg's fiction collection, we find a set of six core trajectories which form the building blocks of complex narratives. We strengthen our findings by separately applying optimization, linear decomposition, supervised learning, and unsupervised learning. For each of these six core emotional arcs, we examine the closest characteristic stories in publication today and find that particular emotional arcs enjoy greater success, as measured by downloads."},{"title":"El narrador en la ficción interactiva. El jardinero y el laberinto | Biblioteca Virtual Miguel de Cervantes","type":"web_page","authors":[{"first_name":"José Luis","last_name":"Orihuela Colliva"}],"websites":["http://www.cervantesvirtual.com/obra-visor/el-narrador-en-la-ficcin-interactiva-el-jardinero-y-el-laberinto-0/html/024853e2-82b2-11df-acc7-002185ce6064_3.html"],"id":"1a5b2597-bdaa-3d3f-8af8-f3a4b2c047a1","created":"2019-06-08T14:26:01.935Z","accessed":"2019-06-08","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-08T14:26:01.935Z","tags":["ficción interactiva","narrativa"],"read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Video Game Lightning Rod","type":"journal","authors":[{"first_name":"Dmitri","last_name":"Williams"}],"year":2003,"source":"Information, Communication & Society","identifiers":{"doi":"10.1080/1369118032000163240","issn":"1369-118X"},"pages":"523-550","volume":"6","issue":"4","websites":["http://www.tandfonline.com/doi/abs/10.1080/1369118032000163240"],"month":12,"id":"278f14e3-4cf8-3d02-9e2c-c9ab4ba22642","created":"2019-05-20T14:26:54.866Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.866Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Morality of Play","type":"journal","authors":[{"first_name":"Brian","last_name":"McKernan"}],"year":2013,"source":"Games and Culture","identifiers":{"doi":"10.1177/1555412013493133","issn":"1555-4120"},"pages":"307-329","volume":"8","issue":"5","websites":["http://journals.sagepub.com/doi/10.1177/1555412013493133"],"month":9,"id":"2c6a9aec-51dd-3d87-82a0-9cb5b9258ac8","created":"2019-05-20T14:26:54.860Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.860Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents","type":"journal","authors":[{"first_name":"Mark","last_name":"Winkel"},{"first_name":"Dawn M.","last_name":"Novak"},{"first_name":"Helen","last_name":"Hopson"}],"year":1987,"source":"Journal of Research in Personality","identifiers":{"doi":"10.1016/0092-6566(87)90008-0","issn":"00926566"},"pages":"211-223","volume":"21","issue":"2","websites":["https://linkinghub.elsevier.com/retrieve/pii/0092656687900080"],"month":6,"id":"c474c6bf-6891-3761-ac67-82f3765ea627","created":"2019-05-20T14:26:54.859Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.859Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Effects of Playing Videogames on Children's Aggressive and Other Behaviors1","type":"journal","authors":[{"first_name":"Nicola S.","last_name":"Schutte"},{"first_name":"John M.","last_name":"Malouff"},{"first_name":"Joan C.","last_name":"Post-Gorden"},{"first_name":"Annette L.","last_name":"Rodasta"}],"year":1988,"source":"Journal of Applied Social 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Psychology","identifiers":{"doi":"10.1016/0193-3973(87)90033-5","issn":"01933973"},"pages":"453-462","volume":"8","issue":"4","websites":["https://linkinghub.elsevier.com/retrieve/pii/0193397387900335"],"month":10,"id":"9a4a2b9f-6e00-3d11-8dec-a28960aabcd1","created":"2019-05-20T14:26:54.856Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.856Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Longitudinal effects of media violence on aggression and empathy among German adolescents","type":"journal","authors":[{"first_name":"Barbara","last_name":"Krahé"},{"first_name":"Ingrid","last_name":"Möller"}],"year":2010,"source":"Journal of Applied Developmental Psychology","identifiers":{"doi":"10.1016/j.appdev.2010.07.003","issn":"01933973"},"pages":"401-409","volume":"31","issue":"5","websites":["https://linkinghub.elsevier.com/retrieve/pii/S0193397310000833"],"month":9,"id":"1e873233-1b26-3276-890e-8716498b56a7","created":"2019-05-20T14:26:54.851Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.851Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY","type":"journal","authors":[{"first_name":"S.","last_name":"Fling"},{"first_name":"L.","last_name":"Smith"},{"first_name":"T.","last_name":"Rodriguez"},{"first_name":"D.","last_name":"Thornton"},{"first_name":"E.","last_name":"Atkins"},{"first_name":"K.","last_name":"Nixon"}],"year":1992,"source":"Social Behavior and Personality: an international journal","identifiers":{"doi":"10.2224/sbp.1992.20.1.39","issn":"03012212"},"pages":"39-45","volume":"20","issue":"1","websites":["http://openurl.ingenta.com/content/xref?genre=article&issn=0301-2212&volume=20&issue=1&spage=39"],"month":1,"day":1,"id":"58d01084-7721-3d6b-9142-e6bf10e7c748","created":"2019-05-20T14:26:54.756Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.756Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Jóvenes y videojuegos. Percepciones sobre su tratamiento informativo en los medios de comunicación","type":"journal","authors":[{"first_name":"Elisenda","last_name":"Estanyol"},{"first_name":"Mireia","last_name":"Montaña"},{"first_name":"Antonio José","last_name":"Planells"}],"year":2019,"source":"Estudios sobre el Mensaje Periodístico","identifiers":{"doi":"10.5209/ESMP.63720","issn":"1988-2696"},"pages":"129-145","volume":"25","issue":"1","websites":["https://revistas.ucm.es/index.php/ESMP/article/view/63720"],"month":3,"day":20,"id":"8c602a41-5931-31b5-bdb1-6254a5ff5355","created":"2019-05-20T14:26:54.753Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.753Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"

Los videojuegos se han convertido en una potente industria que goza ya de más de medio siglo de implantación en nuestra sociedad, siendo los jóvenes los que más participan en el juego digital. Esta investigación analiza las opiniones sobre los videojuegos de este grupo poblacional, concretamente los jóvenes españoles de entre 16 y 35 años, centrándose en su percepción sobre el tratamiento informativo en los medios de comunicación. El estudio, pionero en España, se ha basado en una encuesta con una muestra formada por 1.000 jóvenes residentes en el país realizada entre el 20 y el 31 de mayo de 2017. Los resultados ponen de relieve que la percepción entre los jóvenes sobre el tratamiento informativo de los videojuegos es diferente a la que ellos mismos tienen sobre los efectos del juego digital, destacando que, en su opinión, los medios ofrecen una imagen más negativa.

"},{"title":"To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships","type":"journal","authors":[{"first_name":"Emese","last_name":"Domahidi"},{"first_name":"Ruth","last_name":"Festl"},{"first_name":"Thorsten","last_name":"Quandt"}],"year":2014,"source":"Computers in Human Behavior","identifiers":{"doi":"10.1016/j.chb.2014.02.023","issn":"07475632"},"pages":"107-115","volume":"35","websites":["https://linkinghub.elsevier.com/retrieve/pii/S0747563214000831"],"month":6,"id":"bcada798-6d16-3800-a2db-9138693b166c","created":"2019-05-20T14:26:54.752Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.752Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Mortal Kombat (tm): The Effects of Violent Videogame Play on Males' Hostility and Cardiovascular Responding1","type":"journal","authors":[{"first_name":"Mary E.","last_name":"Ballard"},{"first_name":"J. Rose","last_name":"Wiest"}],"year":1996,"source":"Journal of Applied Social Psychology","identifiers":{"doi":"10.1111/j.1559-1816.1996.tb02740.x","issn":"0021-9029"},"pages":"717-730","volume":"26","issue":"8","websites":["http://doi.wiley.com/10.1111/j.1559-1816.1996.tb02740.x"],"month":4,"id":"48954b27-52ed-3edb-8112-7d717a54c42e","created":"2019-05-20T14:26:54.751Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.751Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Video Games and Aggression in Children1","type":"journal","authors":[{"first_name":"Joel","last_name":"Cooper"},{"first_name":"Diane","last_name":"Mackie"}],"year":1986,"source":"Journal of Applied Social Psychology","identifiers":{"doi":"10.1111/j.1559-1816.1986.tb01755.x","issn":"0021-9029"},"pages":"726-744","volume":"16","issue":"8","websites":["http://doi.wiley.com/10.1111/j.1559-1816.1986.tb01755.x"],"month":11,"id":"53c8a716-1cc4-333a-aaa1-afa8e7e4ed45","created":"2019-05-20T14:26:54.751Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.751Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Genre and game studies: Toward a critical approach to video game genres","type":"journal","authors":[{"first_name":"Thomas H.","last_name":"Apperley"}],"year":2006,"source":"Simulation & Gaming","identifiers":{"doi":"10.1177/1046878105282278","issn":"1046-8781"},"pages":"6-23","volume":"37","issue":"1","websites":["http://journals.sagepub.com/doi/10.1177/1046878105282278"],"month":3,"day":19,"id":"065d9199-3001-3f78-8f18-7c4c2e7f5ca2","created":"2019-05-20T14:26:54.751Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.751Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data","type":"report","authors":[{"first_name":"B S","last_name":"Tufts University"},{"first_name":"; M S","last_name":"University Of Washington"}],"year":1995,"id":"1c163cc2-2e98-383d-bdff-4210e621ed02","created":"2019-03-08T18:49:49.243Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-03-08T18:49:49.855Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Leonid Berov - Institute of Cognitive Science","type":"web_page","websites":["https://www.ikw.uni-osnabrueck.de/en/research_groups/artificial_intelligence/people/leonid_berov.html"],"id":"8fa6b6a2-05d8-3926-abcd-ca953577010e","created":"2019-01-27T16:42:12.742Z","accessed":"2019-01-27","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-01-27T16:42:12.742Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Story and Narrative Development for Video Games","type":"web_page","authors":[{"last_name":"Coursera"}],"year":2019,"websites":["https://es.coursera.org/learn/video-game-story"],"id":"d7245274-3f40-3967-adfe-02f1f7bd7b61","created":"2019-01-22T16:54:10.822Z","accessed":"2019-01-22","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-01-22T17:04:14.471Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"private_publication":false},{"title":"Toward a Network Analysis of Empathic and Exciting AI Conversation and Scenario","type":"journal","authors":[{"first_name":"㻌","last_name":"㞷"},{"first_name":"Yasuda","last_name":"Yuki"}],"id":"042c8449-af31-3dfb-a14c-c9b5f01e582f","created":"2018-06-06T15:40:22.899Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2018-06-06T15:40:23.546Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The purpose of this paper is to specify the characteristics of empathic and exciting conversation from the texts of a cartoon, called \" ONE PIECE. \" (ODA, 1997-2018) .㻌 My purpose is to build a base for AI conversation system which can understand human nature of empathy based on social networks. \" ONE PIECE \" is one of the best seller comics for young boys worldwide and is full of empathic and moving conversations among heroes. Using the conversation data, I try to extract the networks among heroes, human rules and emotional logics driving readers' mind in order to 䠾䡑䡅䡈d theories for empathic AI conversation.㻌 㻌"},{"title":"On a Formal Treatment of Deception in Argumentative Dialogues","type":"journal","authors":[{"first_name":"Kazuko","last_name":"Takahashi"},{"first_name":"Shizuka","last_name":"Yokohama"}],"keywords":["argumentation","dialogue","dishonesty","opponent model","persuasion"],"id":"d442a428-0352-395d-9a9e-49c1777f6988","created":"2018-06-06T15:40:16.946Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2018-06-06T15:40:17.473Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This paper formalizes a dialogue that includes dishonest ar-guments in persuasion. We propose a dialogue model that uses a pre-dicted opponent model and define a protocol using this prediction with an abstract argumentation framework. We focus on deception as dishon-esty; that is, the case in which an agent hides her knowledge. We define the concepts of dishonest argument and suspicious argument by means of the acceptance of arguments in this model. We show how a dialogue including dishonest arguments proceeds according to the protocol and discuss a condition for a dishonest argument to be accepted without being revealed."},{"title":"Utilizing deception information for dialog management of doctor-patient conversations","type":"journal","authors":[{"first_name":"Nguyen The","last_name":"Tung"},{"first_name":"Koichiro","last_name":"Yoshino"},{"first_name":"Sakriani","last_name":"Sakti"},{"first_name":"Satoshi","last_name":"Nakamura"}],"id":"eab8ef5f-fc42-370d-b38c-3f76ab1d38fe","created":"2018-06-06T15:40:05.146Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2018-06-06T15:40:06.357Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Almost all of existing negotiation systems assume that their interlocutors (the user) are telling the truth. However, in negotiations, participants can tell lies to earn a profit. In this research, we proposed a negotiation dialog management system that detects user's lies and designed a dialog behavior on how should the system react with. As a typical case, we built a dialog model of doctor-patient conversation on living habits domain. We showed that we can use partially observable Markov decision process (POMDP) to model this conversation and use reinforcement learning to train the system's policy."}]

Request: https://api.mendeley.com/documents?view=all&order=desc&sort=created&limit=500&authored=true

Response: HTTP/1.1 200 OK Content-Type: application/vnd.mendeley-document.1+json Date: Sat, 07 Dec 2019 13:49:49 GMT Vary: Accept-Encoding Vary: Accept-Encoding X-Mendeley-Trace-Id: 5B7jZg3Axx8 transfer-encoding: chunked Connection: keep-alive [{"title":"Integration of linguistic markup into semantic models of folk narratives: The fairy tale use case","type":"conference_proceedings","authors":[{"first_name":"P.","last_name":"Lendvai"},{"first_name":"T.","last_name":"Declerck"},{"first_name":"S.","last_name":"Darányi"},{"first_name":"P.","last_name":"Gervás"},{"first_name":"R.","last_name":"Hervás"},{"first_name":"S.","last_name":"Malec"},{"first_name":"F.","last_name":"Peinado"}],"year":2010,"source":"Proceedings of the 7th International Conference on Language Resources and Evaluation, LREC 2010","identifiers":{"isbn":"2951740867","scopus":"2-s2.0-84891136006"},"id":"39787675-c1bb-3fe5-9a68-d6615f00700e","created":"2018-06-06T15:36:36.118Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Propp's influential structural analysis of fairy tales created a powerful schema for representing storylines in terms of character functions, which is straightforward to exploit in computational semantic analysis and procedural generation of stories of this genre. We tackle two resources that draw on the Proppian model - one formalizes it as a semantic markup scheme and the other as an ontology - both lacking linguistic phenomena explicitly represented in them. The need for integrating linguistic information into structured semantic resources is motivated by the emergence of suitable standards that facilitate this, and the benefits such joint representation would create for transdisciplinary research across Digital Humanities, Computational Linguistics, and Artificial Intelligence."},{"title":"Influence of personal choices on lexical variability in referring expressions","type":"journal","authors":[{"first_name":"R.","last_name":"Hervás"},{"first_name":"J.","last_name":"Arroyo"},{"first_name":"V.","last_name":"Francisco"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"P.","last_name":"Gervás"}],"year":2016,"source":"Natural Language Engineering","identifiers":{"doi":"10.1017/S1351324915000182","issn":"14698110","scopus":"2-s2.0-84958046334"},"volume":"22","issue":"2","id":"f139aa69-9666-3a51-bed2-08a9e1e30bb9","created":"2018-06-06T15:36:36.096Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Copyright © Cambridge University Press 2015. Variability is inherent in human language as different people make different choices when facing the same communicative act. In Natural Language Processing, variability is a challenge. It hinders some tasks such as evaluation of generated expressions, while it constitutes an interesting resource to achieve naturalness and to avoid repetitiveness. In this work, we present a methodological approach to study the influence of lexical variability. We apply this approach to TUNA, a corpus of referring expression lexicalizations, in order to study the use of different lexical choices. First, we reannotate the TUNA corpus with new information about lexicalization, and then we analyze this reannotation to study how people lexicalize referring expressions. The results show that people tend to be consistent when generating referring expressions. But at the same time, different people also share certain preferences."},{"title":"Revisiting character-based affective storytelling under a narrative BDI framework","type":"book","authors":[{"first_name":"F.","last_name":"Peinado"},{"first_name":"M.","last_name":"Cavazza"},{"first_name":"D.","last_name":"Pizzi"}],"year":2008,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-540-89454-4_13","isbn":"3540894241","scopus":"2-s2.0-58449108053","issn":"03029743"},"keywords":["Artificial intelligence","Software agents","Story generation"],"volume":"5334 LNCS","id":"58d8ca7f-d6e9-3abc-a3ef-280ac6486f84","created":"2018-06-06T15:36:36.023Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Belief-Desire-Intention (BDI) is a well-known cognitive theory, especially in the field of Software Agents. Modelling characters using software agents has been proven to be a suitable approach for obtaining emergent and autonomous behaviours in Interactive Storytelling. In this paper it is claimed that an effective extension of previous models to the BDI framework is useful for designing intelligent characters. An example shows how internal thoughts and motivations of Madame Bovary's main characters can be more naturally formalised as a cognitive side of the story. A narrative reformulation of BDI theory is needed to avoid the implicit complexity of other proposals. © 2008 Springer Berlin Heidelberg."},{"title":"Semantic web approaches to the extraction and representation of emotions in texts","type":"book","authors":[{"first_name":"V.","last_name":"Francisco"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"R.","last_name":"Hervás"},{"first_name":"P.","last_name":"Gervás"}],"year":2010,"source":"Semantic Web: Standards, Tools and Ontologies","identifiers":{"isbn":"9781612092966","scopus":"2-s2.0-85034971022"},"keywords":["Affective computing","Automatic text annotation","Knowledge representation","Natural language processing","Ontologies"],"id":"0f06e7e6-f3c0-3396-82b0-dfcc8b968cbc","created":"2018-06-06T15:36:36.018Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© 2010 Nova Science Publishers, Inc. This chapter presents the role of ontologies in the field of Affective Computing. For illustrating the main concepts, we analyse a particular emotional ontology, designed and implemented using Semantic Web technologies, and study its use for the representation, recognition and generation of emotions that are present in textual documents. The emotional ontology developed has been used in three different applications, which will be explained in this chapter, related to the automated markup of text with emotional content. The first one is selecting the most specific emotion that represents the general affective content of a sentence according to the emotion that each word represents. The second one is establishing what emotion should be assigned to a sentence given the set of emotional assignments suggested by a group of annotators. The third one is determining whether the emotion assigned to the sentence in automatic emotion markup is correct. These ontology-enhanced markup applications have been tested and the results show improvements with respect to the previous version created without Semantic Web technology. There are various approaches for representing emotions. The most used representations are emotional categories, where fixed words are used to refer to emotions, and emotional dimensions, where emotions are defined using numerical values to express different aspects of emotion. To address the problem of translating dimensions into categories, a common problem in this type of applications, each of the categories of our emotional ontology is related to three different dimensions (i.e. evaluation, power and control) by means of data ranges. By applying automated classification in terms of the emotional ontology, the system can interpret unrestricted inputs in terms of a restricted set of concepts for which particular rules are provided. An example of application of this use of the ontology is presented in which the rules applied for document markup with emotional dimensions provide configuration parameters for an emotional voice synthesizer."},{"title":"Towards an emotion-driven adaptive system for video game music","type":"book","authors":[{"first_name":"M.","last_name":"López Ibáñez"},{"first_name":"N.","last_name":"Álvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2018,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-319-76270-8_25","isbn":"9783319762692","scopus":"2-s2.0-85043523323","issn":"16113349"},"keywords":["Affective computing","Interactive digital storytelling","Player experience","Procedural content generation","Sound design"],"volume":"10714 LNCS","id":"ce673051-c613-3646-9f49-13b9a816bbd7","created":"2018-06-06T15:36:35.971Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© Springer International Publishing AG, part of Springer Nature 2018. Perfectly adaptive music is a long dreamed goal for game audio designers. Although numerous systems have been developed in both academic and industrial contexts, currently there is no unified method for producing this type of content – not even an agreement on input variables, output variations or assessment criteria. Our research aims to create an audio system for video games that improves the experience by adapting environmental music to emotions associated with the ongoing narrative. This system combines short audio tracks of pre-designed music in real time, using player behavior and emerging feelings as main cues. In this paper, we identify some of the issues that dynamic music faces through the study of current adaptive and procedural techniques, and describe how our sound system architecture attempts to solve them. In the end, we claim that a sonification method like the proposed one could improve player engagement by adapting music to each game situation, driven by a solid focus on emotional storytelling."},{"title":"Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man","type":"conference_proceedings","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033432335"},"keywords":["Artificial intelligence","Believable characters","Entertainment computing","Pac-Man","Player simulation","Turing test","Virtual humans"],"volume":"1957","id":"c6ff814a-46e0-3163-9f9f-459ab8dabcea","created":"2018-06-06T15:36:35.962Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.245Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Simulating human behaviour when playing video games has been recently proposed as an interesting challenge for the research community on Artificial Intelligence. In the exploration on Machine Learning techniques for training virtual players (i.e. computer bots) to imitate the conduct of real (human) players, we are using the classic arcade game Ms. Pac-Man as testbed. Our research goal is to find the key features that identify human playing style in this controlled environment, so we have performed an experiment with 18 human judges on how they characterise the human likeness (or absence of it) hidden behind the movements of the player’s avatar. Results suggest that, although it is relatively easy to recognize human players in this game, the factors that a judge uses to determine whether a playing style is considered human or not are multiple and very revealing for creating imitation heuristics."},{"title":"A testbed environment for interactive storytellers","type":"conference_proceedings","authors":[{"first_name":"F.","last_name":"Peinado"},{"first_name":"A.","last_name":"Navarro"},{"first_name":"P.","last_name":"Gervás"}],"year":2008,"source":"INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment","identifiers":{"isbn":"9789639799134","scopus":"2-s2.0-84909606845"},"keywords":["Interactive Digital Storytelling","Narrative Environments and Game Based Interfaces"],"id":"2e126440-3ca1-3ebf-a125-3072210510b5","created":"2018-06-06T15:36:35.915Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Today there is a number of automatic systems for developing interactive digital storytelling applications. Each one uses its own architecture, data structure and user interface which make practically impossible to create a single universal quantitative metric to compare them. While these differences are intrinsic to the artistic nature of narrative applications, developers of underlying technology could be benefited from some \"evaluation standards\" for these systems' functionality, interoperability and performance. This paper describes a testbed environment that has been designed as an example scenario for testing how different interactive storytelling systems confront a set of \"common challenges\" of this kind of applications. In order to avoid additional programming efforts an adapter that allows the connection of this environment with other systems has been implemented and released as open source. Copyright 2008 ICST."},{"title":"A study on an efficient spatialisation technique for near-field sound in video games","type":"conference_proceedings","authors":[{"first_name":"M.L.","last_name":"Ibáñez"},{"first_name":"N.","last_name":"Álvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033495788"},"keywords":["3D audio","Acoustics","Directional sound","Entertainment technology","Spatial attention"],"volume":"1957","id":"8950cf2e-b14f-3cab-ab73-851be4f70ab9","created":"2018-06-06T15:36:35.908Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This article presents a simple and efficient method for spatialising sound in virtual environments by adding low pass filters (LPF) to the already widespread panning and attenuation techniques. Through two different experiments, variations in subject performance when locating sounds in a virtual environment between regular 3D audio from popular game engines (Unreal Engine and Unity) and our proposed sound system were evaluated. The first experiment consists of an audio-only test via an online survey, whereas the second experiment employs a minimalistic 3D video game which allows for user interaction guided by sound. Results of both experiments suggest better performance and accuracy when using LPFs, the second one finding a significant difference when comparing both techniques. We conclude that the LPF technique, as a mean for spatialisation of sounds coming from behind the subject, could be applied to complement current audio systems due to their performance-oriented nature and their good results with real users."},{"title":"Ontological reasoning to configure emotional voice synthesis","type":"book","authors":[{"first_name":"V.","last_name":"Francisco"},{"first_name":"P.","last_name":"Gervás"},{"first_name":"F.","last_name":"Peinado"}],"year":2007,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"354072981X","issn":"03029743","scopus":"2-s2.0-38149129399"},"volume":"4524 LNCS","id":"61cbc8b3-ee84-3e2e-ac84-0f40bc0acf71","created":"2018-06-06T15:36:35.845Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The adequate representation of emotions in affective computing is an important problem and the starting point of studies related to emotions. There are different approaches for representing emotions, selecting one of this existing methods depends on the purpose of the application. Another problem related to emotions is the amount of different emotional concepts which makes it very difficult to find the most specific emotion to be expressed in each situation. This paper presents a system that reasons with an ontology of emotions implemented with semantic web technologies. Each emotional concept is defined in terms of a range of values along the three-dimensional space of emotional dimensions. The capabilities for automated classification and establishing taxonomical relations between concepts are used to provide a bridge between an unrestricted input and a restricted set of concepts for which particular rules are provided. The rules applied at the end of the process provide configuration parameters for a system for emotional voice synthesis. © Springer-Verlag Berlin Heidelberg 2007."},{"title":"EmoTales: Creating a corpus of folk tales with emotional annotations","type":"journal","authors":[{"first_name":"V.","last_name":"Francisco"},{"first_name":"R.","last_name":"Hervás"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"P.","last_name":"Gervás"}],"year":2012,"source":"Language Resources and Evaluation","identifiers":{"doi":"10.1007/s10579-011-9140-5","issn":"1574020X","scopus":"2-s2.0-84867861184"},"keywords":["Corpus annotation","Emotional categories","Emotional dimensions","Emotional ontology","Text corpora"],"volume":"46","issue":"3","id":"05708bf2-9332-39cf-b5b7-6e43b6a4795b","created":"2018-06-06T15:36:35.836Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Emotions are inherent to any human activity, including human-computer interactions, and that is the reason why recognizing emotions expressed in natural language is becoming a key feature for the design of more natural user interfaces. In order to obtain useful corpora for this purpose, the manual classification of texts according to their emotional content has been the technique most commonly used by the research community. The use of corpora is widespread in Natural Language Processing, and the existing corpora annotated with emotions support the development, training and evaluation of systems using this type of data. In this paper we present the development of an annotated corpus oriented to the narrative domain, called EmoTales, which uses two different approaches to represent emotional states: emotional categories and emotional dimensions. The corpus consists of a collection of 1,389 English sentences from 18 different folk tales, annotated by 36 different people. Our model of the corpus development process includes a post-processing stage performed after the annotation of the corpus, in which a reference value for each sentence was chosen by taking into account the tags assigned by annotators and some general knowledge about emotions, which is codified in an ontology. The whole process is presented in detail, and revels significant results regarding the corpus such as inter-annotator agreement, while discussing topics such as how human annotators deal with emotional content when performing their work, and presenting some ideas for the application of this corpus that may inspire the research community to develop new ways to annotate corpora using a large set of emotional tags. © 2011 Springer Science+Business Media B.V."},{"title":"An intelligent plot-centric interface for mastering computer role-playing games","type":"book","authors":[{"first_name":"C.","last_name":"León"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"Á.","last_name":"Navarro"},{"first_name":"H.","last_name":"Cortiguera"}],"year":2008,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-540-89454-4_39","isbn":"3540894241","scopus":"2-s2.0-58449096728","issn":"03029743"},"volume":"5334 LNCS","id":"7e501841-68ac-3687-9a34-9253a594d87f","created":"2018-06-06T15:36:35.785Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Role-Playing Game Mastering is one of the most cited examples of \"ordinary life Interactive Storytelling\" in scientific literature. There are some computer interfaces for game mastering, but most of them are designed as part of the toolkits that are used to control low-level events of specific videogame engines. In this paper a more abstract application has been developed, an intelligent graphic interface that allows human Game Masters to direct stories in virtual environments from a more comfortable and narration-oriented point of view. © 2008 Springer Berlin Heidelberg."},{"title":"A neuroevolution approach to imitating human-like play in Ms. Pac-man video game","type":"conference_proceedings","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2016,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84990927877"},"keywords":["Artificial intelligence","Artificial neural networks","Evolutionary computing","Genetic algorithms","Human behaviour imitation","Machine learning","Virtual video game player"],"volume":"1682","id":"41cb334a-1527-382b-99db-7757ce85b9e4","created":"2018-06-06T15:36:35.776Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomenological evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by considering the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machinecontrolled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. The set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the importance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games."},{"title":"A game architecture for emergent story-puzzles in a persistent world","type":"conference_proceedings","authors":[{"first_name":"F.","last_name":"Peinado"},{"first_name":"P.P.","last_name":"Gómez-Martín"},{"first_name":"M.A.","last_name":"Gómez-Martín"}],"year":2005,"source":"Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play","identifiers":{"scopus":"2-s2.0-84873356776"},"keywords":["Automatic generation of puzzles","Game AI","Game architecture design","Interactive storytelling"],"id":"0c2bf550-f63a-3cbb-ac34-f7bcc6376171","created":"2018-06-06T15:36:35.706Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This paper presents the design of an architecture for narrative games with story-puzzles like classic graphic adventures. The system is able to create new short stories in each session, combining a basic set of narrative elements in an emergent way but maintaining coherency with the storyline of previous sessions. As a test-bed of this proposal we use a simple detective game inspired on the famous Cluedo's characters. © 2005 Authors & Digital Games Research Association DiGRA."},{"title":"A case based reasoning approach to story plot generation","type":"book","authors":[{"first_name":"B.","last_name":"Díaz-Agudo"},{"first_name":"P.","last_name":"Gervás"},{"first_name":"F.","last_name":"Peinado"}],"year":2004,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"issn":"03029743","scopus":"2-s2.0-33745616203"},"volume":"3155","id":"0a7a6750-b07e-3d14-beb3-9fac79fc04d9","created":"2018-06-06T15:36:35.699Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Automatic construction of story plots has always been a longed-for utopian dream in the entertainment industry, especially in the more commercial genres that are fuelled by a large number of story plots with only a medium threshold on plot quality, such as TV series or video games. We propose a Knowledge Intensive CBR (KI-CBR) approach to the problem of generating story plots from a case base of existing stories analyzed in terms of Propp functions. A CBR process is defined to generate plots from a user query specifying an initial setting for the story, using an ontology to measure the semantical distance between words and structures taking part in the texts. © Springer-Verlag 2004."},{"title":"Automatic customization of non-player characters using players temperament","type":"book","authors":[{"first_name":"H.","last_name":"Gómez-Gauchía"},{"first_name":"F.","last_name":"Peinado"}],"year":2006,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783540499343","issn":"16113349","scopus":"2-s2.0-80054962838"},"keywords":["Affective computing","Interactive digital storytelling in entertainment","Narrative environments","Player modeling"],"volume":"4326 LNCS","id":"d162d9f8-f0c4-35de-abf6-4647b9caa509","created":"2018-06-06T15:36:35.588Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© Springer-Verlag Berlin Heidelberg 2006. Believability is a basic requirement for non-player characters of videogames. Players enjoy characters with personalities that reflect human behavior, specially if those personalities combine well with players’ temperaments. This paper explains a model for customizing automatically non-player characters (NPC) according to the players temperament, which is obtained before the game session. The model uses Case-Based Reasoning and Ontologies to adapt the behavior of a NPC, which is the companion of a player character in the described example."},{"title":"Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games","type":"conference_proceedings","authors":[{"first_name":"M.L.","last_name":"Ibáñez"},{"first_name":"F.","last_name":"Peinado"}],"year":2016,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84990986032"},"keywords":["Head-mounted displays","Human-computer interaction","Interactive multimedia","Virtual environments","Virtual movement"],"volume":"1682","id":"e10c4bd6-ca3f-3e98-aee1-8da6bc36cbc8","created":"2018-06-06T15:36:35.587Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Presence is often used as a quality measure for virtual reality experiences. It refers to the sensation of \\being there\" that users feel while wearing a head-mounted display. In contrast, simulator sickness refers to the feeling of unease of some users while experiencing virtual motion. Nowadays, many virtual reality games do not allow the player to walk, trying to minimize the generation of unpleasant symptoms. This study explores how presence is affected by the ability to walk in VR games, as well as how simulator sickness actually grows when the player takes a virtual stroll. For this purpose, two prototypes of a small puzzle were built. In the first one, the player is able to walk, whereas the second one does not allow the user to move in any way. Presence and simulator sickness were measured using standard questionnaires while real players faced our puzzle. The results point to a strong correlation between the action of walking and an increment of the level of presence achieved by the subjects. However, there is no clear correspondence between walking and simulator sickness in our experiment. This last observation opens the way for further research and questioning of early studies about simulator sickness, as technical differences between current virtual reality devices and older ones may inuence how uncomfortable users feel while wearing them."},{"title":"Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine","type":"conference_proceedings","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"F.","last_name":"Peinado"}],"year":2015,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84937678040"},"keywords":["Artificial Intelligence","Evolutionary computing","Genetic algorithms","Machine learning","Player simulation","Video game development"],"volume":"1394","issue":"January","id":"7aedc717-92a9-379c-9071-348e65d08939","created":"2018-06-06T15:36:35.526Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The continuous sophistication of video games represents a stimulating challenge for Artificial Intelligence researchers. As part of our work on improving the behaviour of military units in Real-Time Strategy Games we are testing different techniques and methodologies for computer-controlled players. In this paper Evolutionary Programming is explored, establishing a first approach to develop an automatic controller for the classic maze chase game Ms. Pac-Man. Several combinations of different operators for selection, crossover, mutation and replacement are studied, creating an algorithm that changes the variables of a simple finite-state machine representing the behaviour of the player's avatar. After the initial training, we evaluate the results obtained by all these combinations, identifying best choices and discussing the performance improvement that can be obtained with similar techniques in complex games."},{"title":"Modelling suspicion as a game mechanism for designing a computer-played investigation character","type":"conference_proceedings","authors":[{"first_name":"N.","last_name":"Alvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2015,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84937718810"},"keywords":["Artificial intelligence","Believable characters","Epistemic modal logic","Interactive digital storytelling","Trust systems","Video game design"],"volume":"1394","issue":"January","id":"dd31f504-a9e2-3b9a-823a-e6a5b27c3497","created":"2018-06-06T15:36:35.524Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Nowadays creating believable characters is a top trend in the video game industry. Recent projects present new design concepts and improvements in artificial intelligence that are oriented to this goal. The expected behaviour of computer-played characters becomes increasingly demanding: proactivity, autonomous decision-making, social interaction, natural communication, reasoning and knowledge management, etc. Our research project explores the possibility for one of these characters to investigate, solving an enigma while dealing with incomplete information and the lies of other characters. In this paper we propose how to manage trust issues when modelling suspicion in the artificial mind of a Columbo-like detective, considering that our desired gameplay is a murder mystery game in which the player plays the role of the culprit."},{"title":"Preface","type":"book","authors":[{"first_name":"D.","last_name":"Oyarzun"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"R.M.","last_name":"Young"},{"first_name":"A.","last_name":"Elizalde"},{"first_name":"G.","last_name":"Méndez"}],"year":2012,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783642348501","issn":"03029743","scopus":"2-s2.0-84868098991"},"volume":"7648 LNCS","id":"47ba7842-683c-335d-b996-f3340b43ee39","created":"2018-06-06T15:36:35.488Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Exploring body language as narrative interface","type":"book","authors":[{"first_name":"N.","last_name":"Álvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2012,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-642-34851-8-19","isbn":"9783642348501","scopus":"2-s2.0-84868097947","issn":"03029743"},"keywords":["Edutainment","Motion Sensing","Narrative Videogames","Nonverbal Communication","Theory of Interactive Storytelling","User Interaction"],"volume":"7648 LNCS","id":"871b54cf-0536-342b-a6d1-127849b47f4b","created":"2018-06-06T15:36:35.473Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The limitations of current technology in the field of user interaction cause a bottleneck in the development of interactive digital storytelling systems. The use of body language has recently arisen as a simple but expressive approach to human-computer interaction, motion capture devices being used in interactive simulations and videogames. This paper discusses the use of these devices for recognition of body movements as key elements for designing interactive stories in virtual environments, presenting our findings in the early stages of development of a serious game that uses Microsoft Kinect for allowing players to interact in a more sensitive and amusing way. © 2012 Springer-Verlag Berlin Heidelberg."},{"title":"An approach to basic emotion recognition through players body pose using virtual reality devices","type":"book","authors":[{"first_name":"G.","last_name":"Peñas"},{"first_name":"F.","last_name":"Peinado"}],"year":2018,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-319-76270-8_5","isbn":"9783319762692","scopus":"2-s2.0-85043520751","issn":"16113349"},"keywords":["Affective computing","Dialog system","Feelings analysis","Human pose recognition","Human-computer interaction","Interactive narrative"],"volume":"10714 LNCS","id":"98cb7a14-5f3d-30f3-b2ef-b1badf161f70","created":"2018-06-06T15:36:35.460Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© Springer International Publishing AG, part of Springer Nature 2018. Virtual Reality tracking devices provide more information than what is being used in most applications. In this experiment, we develop a real-time system, using neural networks, that allows us to detect subconscious player poses associated moods and use them to guide games. This provides new ways to create greater conversations and narrative experiences."},{"title":"FX interactive: Growth and decline of the Spanish video games publisher","type":"conference_proceedings","authors":[{"first_name":"J.","last_name":"Esteve"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033469225"},"keywords":["Contenidos Digitales","Economía","Gestión Empresarial","Historia del Videojuego","Industria del Videojuego","Videojuego Español"],"volume":"1957","id":"731b469e-d486-399c-902b-b8deb1de899e","created":"2018-06-06T15:36:35.379Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Established in 1999 by the Ruiz brothers (Pablo, Víctor and Ignacio), Jesús Alonso and Carlos Abril, FX Interactive S.L. managed to become one of the most successful Spanish publishers. Thanks to a catalogue formed by Spanish games, such as the ones from Pendulo Studios, or from overseas, like Haemimont Games, FX Interactive posted 11.6 million euros in revenue in 2005 while having a staff of 30 people. The economic crisis, the rise of digital video games publishing platforms like Steam and the lack of games developed in-house caused the studio to be declared bankrupt by a judge in Madrid. In this article we aim to study the causes that led to the rise of the studio during its first years as well as the reasons why it was declared bankrupt."},{"title":"Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences","type":"conference_proceedings","authors":[{"first_name":"G.","last_name":"Peñas"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033476312"},"keywords":["Affective computing","Dialog system","Feelings analysis","Human pose recognition","Human-computer interaction","Interactive narrative"],"volume":"1957","id":"04b1757b-e273-3ffa-b194-2d2b1a7a52cf","created":"2018-06-06T15:36:35.379Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Currently, players position recognition in most Virtual Reality applications is limited to the evident usage, like translating players avatar within the virtual environment, or using the view point at head height, without considering the posture at any time. In this article, we propose studying the player’s body and hand expression, not only to recognize obvious interaction patterns but poses that, even without conscience, transmit information about the basic emotions of such player. That way, each time it is played, the result is altered without a conscious effort, the experience of interactive narrative resulting of computing generation depends on the input signals, which adds a layer of depth and enriches system decision making and conversation with non-player characters, for example. Our proposal is based on a system that relies on a system with a neural network which can recognize poses, according to the specialists, associated to basic human mood. After a simple calibration and a reasonable training, this system can be used, without the need of additional accessories, with the main Virtual Reality devices existing today. This article also discusses new paths of research and applications that arise around this system, many in the field of computer entertainment, but also in other areas such as therapy for patients with emotional and social communication problems and disorders."},{"title":"Transferring Game Mastering Laws to Interactive Digital Storytelling","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2004,"source":"International Conference on Technologies for Interactive Digital Storytelling and Entertainment","id":"34799eaf-f1f0-37b5-bec3-75b8a8c33120","created":"2018-06-06T15:35:53.048Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2004,"id":"cddc66c4-00bc-3d68-a097-09b3c37ca4e9","created":"2018-06-06T15:35:53.038Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.254Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Miguel","last_name":"Ancochea"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2004,"source":"European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity","id":"c2785f2d-2138-3d7b-884f-2862d1c2c47a","created":"2018-06-06T15:35:52.995Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.245Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Description Logic Ontology for Fairy Tale Generation","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Belén","last_name":"Díaz-Agudo"}],"year":2004,"source":"International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity","id":"82249766-d13c-37e0-8585-9392e5fcbb7e","created":"2018-06-06T15:35:52.986Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Case Based Reasoning Approach to Story Plot Generation","type":"generic","authors":[{"first_name":"Belén","last_name":"Díaz-Agudo"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"year":2004,"source":"European Conference on Case Based Reasoning. 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Nota metida de prueba desde el móvil","private_publication":false,"abstract":"The Interactive Dilemma is the inevitable conflict between author's determinism and interactor's freedom. There are some approaches that try to tackle it, using strategies and heuristic rules that can combine on the fly the previously designed author material with the run-time decisions of the interactor. Interactive Narrative is a relatively new field and it is difficult to find formal studies that shows how to create this kind of art. Our proposal is based on the theoretical study of tabletop Role-Playing Games and it involves the practical implementation of those ideas for managing the interaction in a simple text adventure game. Game Masters are the best models we have found in real life for designing and directing interactive stories. In this paper we transfer their player modeling, their rules for interaction management and their improvising algorithms from the real world to a new Interactive Storytelling system."}]

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Based on the results of observations obtained if there is a problem at the time of harvest the community takes action directly to the agricultural service even though the obstacle is caused by a lack of understanding of plantations. So researchers consider that an expert system is needed to identify the quality of this fruit, the development of this expert system utilizes the advantages of the forward chaining method, forward chaining is a process that begins by describing the collection of data (facts) that are very accurate to conclusions (search) with the support of data starting from input information (if) preliminary to conclusions (then). The programming language used is PHP programming language, supported by MYSQL database. The stages of system development using the waterfall method are preceded by analysis, design, program code creation, testing and support or maintenance. The test is carried out to measure the validity of the system using the black box testing method."},{"title":"Beyond subgoaling: A dynamic knowledge generation framework for creative problem solving in cognitive architectures","type":"journal","authors":[{"first_name":"Antonio","last_name":"Lieto"},{"first_name":"Federico","last_name":"Perrone"},{"first_name":"Gian Luca","last_name":"Pozzato"},{"first_name":"Eleonora","last_name":"Chiodino"}],"year":2019,"source":"Cognitive Systems Research","identifiers":{"doi":"10.1016/j.cogsys.2019.08.005","sgr":"85071511629","pii":"S1389041719304632","issn":"13890417","scopus":"2-s2.0-85071511629","pui":"2002743069"},"pages":"305-316","volume":"58","month":12,"publisher":"Elsevier BV","id":"bbb28a13-ac48-3ea0-96b3-c7d508d03ae5","created":"2019-10-24T13:33:27.714Z","file_attached":true,"profile_id":"fe22fc58-bfac-3baa-9159-3d8e909eb5cc","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-10-24T13:33:29.222Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Swarm Optimized Modular Neural Network Based Diagnostic System for Breast Cancer Diagnosis","type":"journal","authors":[{"first_name":"Bipul","last_name":"Pandey"},{"first_name":"Nitish","last_name":"Garg"}],"year":2013,"source":"International Journal on Soft Computing, Artificial Intelligence and Applications","identifiers":{"doi":"10.5121/ijscai.2013.2402","issn":"23194081"},"pages":"11-20","volume":"2","issue":"4","month":8,"publisher":"Academy and Industry Research Collaboration Center (AIRCC)","day":31,"id":"01936870-8a8a-39b8-9e95-53183fca6c3b","created":"2019-07-31T07:53:18.713Z","file_attached":true,"profile_id":"285f7c6d-f716-393d-b8bc-b3f19b60d705","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-07-31T07:53:18.830Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Artificial Neural Networks have long been considered a simple yet powerful and elegant paradigm for solving problems related to Pattern Recognition, Machine Learning and Knowledge Discovery. However, performance of traditional, monolithic neural network based systems, suffers when faced with complex problems which involve a large number of decision variables or dimensions. Also, performance of any such system depends on the architecture of the neural network involved. The architecture usually remains sub-optimal as human expertise is generally used to design the optimal architecture. In this paper, we describe how the twin paradigms of modularity and swarm intelligence based optimization could be successfully used to overcome these concerns. Here, instead of using a single monolithic expert, we use a modular neural network where several independent neural network experts individually work upon the inputs and give their outputs which is then integrated using an Integrator (here, a Fuzzy C-Means Integrator). Also, swarm intelligence has been used to determine the connections in each individual expert for achieving an optimized architecture for each expert. This approach has been used for the diagnosis of breast cancer disease. Experimental results show that the proposed approach gives a better diagnostic ability than those of other traditional methods used."},{"title":"An enhanced support vector machine model for urban expansion prediction","type":"journal","authors":[{"first_name":"Firoozeh","last_name":"Karimi"},{"first_name":"Selima","last_name":"Sultana"},{"first_name":"Ali","last_name":"Shirzadi Babakan"},{"first_name":"Shan","last_name":"Suthaharan"}],"year":2019,"source":"Computers, Environment and Urban Systems","identifiers":{"doi":"10.1016/j.compenvurbsys.2019.01.001","issn":"01989715"},"keywords":["GIS","Land-use/land-cover change","Machine learning","Support vector machine (SVM)","Urban growth"],"pages":"61-75","volume":"75","month":5,"publisher":"Elsevier Ltd","day":1,"id":"dd869163-c10e-3587-aca9-89e9f11f464b","created":"2019-05-05T22:41:08.593Z","file_attached":true,"profile_id":"52a6dac0-21a2-30f0-a3dc-72c3bd59ead0","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-07-04T12:49:15.335Z","tags":["GIS","Geographic Information System","Land Use/Land Cover Change","Machine Learning","SVM","Support Vector Machine","Urban Expansion","Urban Expansion Prediction","Urban growth Modeling"],"read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Karimi2019","private_publication":false,"abstract":"Given the dynamic and convoluted nature of urban expansion process and the necessity of handling continuous and categorical variables, non-normal distributed data, and non-linear relationships, urban expansion modeling is challenging. To handle these issues effectively and enhance the quality of urban expansion prediction, the capabilities of support vector machine (SVM) technique are explored in this study. A binary SVM model is developed using three different data sampling methods and nineteen predictor variables, four of which are first introduced in this study. The model is configured by regulating the penalty parameter, selecting the most appropriate kernel function, and setting the best value for the kernel function's parameter. A novel combination of goodness-of-fit metrics is used to more realistically evaluate the model accuracy to predict built and unbuilt land cells as well as changed and unchanged land cells in the whole study area. The implementation of the developed model in Guilford County, NC, over the period of 2001–2011, as a case study, demonstrated highly accurate and reliable results. The best performance of the model with the training accuracy of 98% and the testing accuracy of 85% was achieved using a balanced sampling method, fourteen predictor variables, the penalty parameter equal to 1, the radial basis function (RBF) kernel, and the value of 2 for the kernel's parameter. The urban expansion model based on SVM method can substantially improve the prediction accuracy and would be helpful for making appropriate plans and policies to mitigate the adverse impacts of urban expansion."},{"title":"People's attitudes to autonomous vehicles","type":"journal","authors":[{"first_name":"John","last_name":"Hudson"},{"first_name":"Marta","last_name":"Orviska"},{"first_name":"Jan","last_name":"Hunady"}],"year":2019,"source":"Transportation Research Part A: Policy and Practice","identifiers":{"doi":"10.1016/j.tra.2018.08.018","issn":"09658564"},"keywords":["Attitudes to AVs","Driverless cars","Driverless trucks","Gender","Robot technophobia","Robots"],"pages":"164-176","volume":"121","websites":["http://www.scopus.com/inward/record.url?eid=2-s2.0-85060112916&partnerID=MN8TOARS"],"id":"167c3910-e3d1-33b4-9f8d-eaac9a631346","created":"2019-02-24T21:10:23.770Z","file_attached":false,"profile_id":"459772ec-4a1e-3907-bee3-30ce7b21b3c2","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-12-01T20:38:11.236Z","read":false,"starred":true,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Hudson2019","private_publication":false,"abstract":"We analyse people's attitudes to autonomous vehicles (AVs), i.e. driverless cars and trucks, using Eurobarometer data relating to November/December 2014 on approximately 1000 people in each EU country. People tend to be lukewarm to AVs, particularly driverless cars. However, a simple average hides the fact that many people, young and old, are totally hostile to the concept and a smaller number totally in favour. AVs are part of a technological development linked in general to robots, and regression analysis finds attitudes tend to be linked to both general attitudes to robots and individual self-interest relating specifically to AVs. Consistent with the literature, we find the young to be more in favour than the elderly. There are other differences, with males, those in cities and the more educated being more in favour, as well as differences between countries. There is also some evidence that support for AVs is greater in countries with high accident rates."},{"title":"Select Optimal Chemical Detection Equipments Using Fuzzy Decision Making Method","type":"journal","authors":[{"first_name":"Ying","last_name":"Bai"},{"first_name":"Dali","last_name":"Wang"}],"year":2013,"source":"International Journal on Soft Computing, Artificial Intelligence and Applications","identifiers":{"doi":"10.5121/ijscai.2013.2101","issn":"23194081"},"keywords":["Fuzzy multi-criteria decision making","explosive detection equipments","optimal evaluations"],"pages":"1-12","volume":"2","issue":"1","id":"c7b594c4-0592-3f20-9ea0-bd5b79970acf","created":"2018-12-24T10:00:15.672Z","file_attached":true,"profile_id":"285f7c6d-f716-393d-b8bc-b3f19b60d705","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-10-22T08:31:14.870Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The purpose of this research is to develop a universal model with a practical system to evaluate, identify and select an optimal system or device to perform the desired task from a large collection of available systems that have multiple objectives based on a fuzzy multiple criteria decision making model (FMCDMM). As an example, here we are using this research to identify and select an optimal detection system or device to detect hazardous chemical materials."},{"title":"IJAISC","type":"journal","id":"4b0a8442-c05a-375b-b6cb-7b96b476cae9","created":"2018-11-16T05:08:21.799Z","file_attached":true,"profile_id":"c5dd7452-5fba-3c34-966b-fe8bfc5158c0","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-11-16T05:08:21.910Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Isolation of a Sequence Homolog to More Axillary Branches MAX2 Gene in sinensis and its Use as Genetic Marker Consiglio per la Ricerca e la Sperimentazione in Agricoltura le Colture Industriali (CRA 3 Consiglio per la Ricerca e la Sperimentazione in Agricoltura la Floricoltura e le Specie Ornamentali (CRA","type":"report","keywords":["Hibiscus-AFLP approach-ornamentals"],"websites":["http://www.ebi.ac.uk/Tools/"],"id":"0f697007-e573-3e6b-8e75-daea774a8a90","created":"2018-10-12T04:58:33.823Z","file_attached":true,"profile_id":"c5dd7452-5fba-3c34-966b-fe8bfc5158c0","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-10-12T04:58:33.910Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Lateral branching plays an important role in the elaboration of adult plants architecture. Herein, we adopted a modified AFLP approach combined with a degenerate primer amplification to identify and isolate in the underinvestigated ornamental species element of the MAX2 gene (More Axillary Branches), which acts inhibition signaling pathway. A specific gene fragment was cloned and sequenced from nineteen H. rosa-sinensis cultivars and twelve nucleotide polymorphisms among genotypes that were observed. The comparative analysis revealed a high conservation of DNA sequences among cultivars and wild species sexually compatible with H. rosa-sinensi fragments reveal four characteristic repeat regions showing high identity with other F box/Leucine Reach Repeat MAX2 homologous sequences. The cloned fragment is a likely candidate gene to be validated for association with phenotype to release a gene marker\" for the compact habit trait."},{"title":"Isolation of a Sequence Homolog to More Axillary Branches MAX2 Gene in sinensis and its Use as Genetic Marker Consiglio per la Ricerca e la Sperimentazione in Agricoltura le Colture Industriali (CRA 3 Consiglio per la Ricerca e la Sperimentazione in Agric","type":"report","keywords":["Hibiscus-AFLP approach-ornamentals"],"websites":["http://www.ebi.ac.uk/Tools/"],"id":"594b10fe-3d41-3e42-9669-092d6b73b71d","created":"2018-10-09T06:21:01.852Z","file_attached":true,"profile_id":"c5dd7452-5fba-3c34-966b-fe8bfc5158c0","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-10-22T08:31:14.854Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"private_publication":false,"abstract":"Lateral branching plays an important role in the elaboration of adult plants architecture. Herein, we adopted a modified AFLP approach combined with a degenerate primer amplification to identify and isolate in the underinvestigated ornamental species element of the MAX2 gene (More Axillary Branches), which acts inhibition signaling pathway. A specific gene fragment was cloned and sequenced from nineteen H. rosa-sinensis cultivars and twelve nucleotide polymorphisms among genotypes that were observed. The comparative analysis revealed a high conservation of DNA sequences among cultivars and wild species sexually compatible with H. rosa-sinensi fragments reveal four characteristic repeat regions showing high identity with other F box/Leucine Reach Repeat MAX2 homologous sequences. The cloned fragment is a likely candidate gene to be validated for association with phenotype to release a gene marker\" for the compact habit trait."},{"title":"A Radio Signal Strength Based Localization Error Optimization Technique for Wireless Sensor Network","type":"journal","authors":[{"first_name":"Computer","last_name":"Science"},{"first_name":"Sudha H","last_name":"Thimmaiah"},{"first_name":"Article","last_name":"Info"}],"year":2018,"pages":"839-847","volume":"11","issue":"3","id":"10a06b45-1910-3bfb-b2ee-c29cab405098","created":"2018-07-27T08:34:19.093Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-08-16T07:13:42.565Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Science2018","private_publication":false},{"title":"Forecasting Drought Using Modified Empirical Wavelet Transform-ARIMA with Fuzzy C-Means 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S","last_name":"Mohamed"}],"year":2018,"identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp1162-1167"},"pages":"1162-1167","volume":"11","issue":"3","id":"948675e5-74a2-3c3a-9f03-a417f52cf8d8","created":"2018-07-27T08:34:17.679Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:17.679Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Factors Affecting on Managing Sensitive Data in Cloud Computing","type":"journal","authors":[{"first_name":"Haifaa Jassim","last_name":"Muhasin"},{"first_name":"Rodziah","last_name":"Atan"},{"first_name":"Marzanah A","last_name":"Jabar"},{"first_name":"Salfarina","last_name":"Abdullah"}],"year":2018,"identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp1168-1175"},"pages":"1168-1175","volume":"11","issue":"3","id":"4b467285-1e2d-3ec2-a6d4-c69e0c7884f4","created":"2018-07-27T08:34:17.647Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:17.647Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Modified AES for Text and Image Encryption","type":"journal","authors":[{"first_name":"Heidilyn V.","last_name":"Gamido"},{"first_name":"Ariel M.","last_name":"Sison"},{"first_name":"Ruji P.","last_name":"Medina"}],"year":2018,"source":"Indonesian Journal of Electrical Engiineering and Computer Science (IJEECS)","pages":"942-948","volume":"11","issue":"3","id":"df4bf8fb-e0fb-3b13-bedd-177f66ee7156","created":"2018-07-27T08:34:17.569Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-08-16T07:13:42.517Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Gamido2018","private_publication":false},{"title":"Modified Blowfish Algorithm","type":"journal","authors":[{"first_name":"Theda Flare G","last_name":"Quilala"},{"first_name":"Ariel M","last_name":"Sison"},{"first_name":"Ruji P","last_name":"Medina"}],"year":2018,"pages":"1027-1034","volume":"11","issue":"3","id":"cfd99d14-fc29-3b03-b6c4-cb12fa510683","created":"2018-07-27T08:34:17.487Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:17.487Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Fuzzy Inference System with Least Square Optimization for Time Series Forecasting","type":"journal","authors":[{"first_name":"Universitas Brawijaya","last_name":"M"}],"year":2018,"identifiers":{"isbn":"6234157114"},"pages":"1015-1026","volume":"11","issue":"3","id":"0c7e40a1-eac9-3972-80f9-3dde1e4414ab","created":"2018-07-27T08:34:17.133Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:17.133Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Novel Approach for Efficient Training of Deep Neural Networks","type":"journal","authors":[{"first_name":"Computer","last_name":"Science"},{"first_name":"K V","last_name":"Ramana"},{"first_name":"Andhra","last_name":"Pradesh"},{"first_name":"Andhra","last_name":"Pradesh"},{"first_name":"Article","last_name":"Info"},{"first_name":"Deep Neural","last_name":"Network"},{"first_name":"Parallel 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Efficiency","type":"journal","authors":[{"first_name":"Eric","last_name":"Sackey"},{"first_name":"Rajeev","last_name":"Paulus"}],"year":2018,"pages":"878-890","volume":"11","issue":"3","id":"c154832e-33a5-3516-8571-193ec50dba36","created":"2018-07-27T08:34:16.553Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:16.553Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Video Quality Assessment through PSNR Estimation for Different Compression Standards","type":"journal","authors":[{"first_name":"Renuka G","last_name":"Deshpande"},{"first_name":"Lata L","last_name":"Ragha"},{"first_name":"Satyendra Kumar","last_name":"Sharma"}],"year":2018,"pages":"918-924","volume":"11","issue":"3","id":"6511e6c9-0f97-3478-9879-011736cc19b5","created":"2018-07-27T08:34:16.523Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:16.523Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Comparative Study and Analysis on Conventional Solar PV Based DC-DC Converters and MPPT Techniques","type":"journal","authors":[{"first_name":"M","last_name":"Premkumar"},{"first_name":"K","last_name":"Karthick"},{"first_name":"R","last_name":"Sowmya"}],"year":2018,"pages":"831-838","volume":"11","issue":"3Premkumar, M., Karthick, K., & Sowmya, R. (2018). A Comparative Study and Analysis on Conventional Solar PV Based DC-DC Converters and MPPT Techniques. 11(3), 831–838.","id":"bb256331-dcfc-3ea7-bddf-22c25f1fc7bf","created":"2018-07-27T08:34:16.509Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-09-18T08:02:22.648Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Premkumar2018","private_publication":false},{"title":"Survey on the Role of IoT in Intelligent Transportation System","type":"journal","authors":[{"first_name":"H Varun","last_name":"Chand"},{"first_name":"J","last_name":"Karthikeyan"}],"year":2018,"keywords":["intelligent transportation"],"pages":"936-941","volume":"11","issue":"3","id":"05f2af16-d30b-329b-b984-e629202d204c","created":"2018-07-27T08:34:16.424Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:16.424Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Survey of Video Based Action Recognition in Sports","type":"journal","authors":[{"first_name":"Nur Azmina","last_name":"Rahmad"},{"first_name":"Muhammad","last_name":"Amir"},{"first_name":"Nurul Fathiah","last_name":"Ghazali"},{"first_name":"Norazman","last_name":"Shahar"}],"year":2018,"pages":"987-993","volume":"11","issue":"3","id":"7ad8000f-3ca0-30e0-a07b-34ebe6206a61","created":"2018-07-27T08:34:16.028Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:16.028Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Weighting Model for Group Decision Support System :","type":"journal","authors":[{"first_name":"Computer","last_name":"Science"},{"first_name":"Hamdani","last_name":"Hamdani"},{"first_name":"Retantyo","last_name":"Wardoyo"},{"first_name":"Khabib","last_name":"Mustofa"},{"first_name":"Information","last_name":"Technology"},{"first_name":"Article","last_name":"Info"}],"year":2018,"pages":"962-974","volume":"11","issue":"3","id":"70912b6d-7ba7-3e55-bff4-60a87248a518","created":"2018-07-27T08:34:15.965Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.965Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Kinect-Based Physiotherapy and Assessment : A Comprehensive Review","type":"journal","authors":[{"first_name":"Fadilla","last_name":"Atyka"},{"first_name":"Nor","last_name":"Rashid"},{"first_name":"Nor Surayahani","last_name":"Suriani"},{"first_name":"Ain","last_name":"Nazari"}],"year":2018,"identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp1176-1187"},"keywords":["activity recognition"],"pages":"1176-1187","volume":"11","issue":"3","id":"624857fb-aa7d-3f97-b5d4-f5809070d8a7","created":"2018-07-27T08:34:15.953Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.953Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Location of eyes in images of human faces through analysis variance shine intensity","type":"journal","authors":[{"first_name":"Hussein","last_name":"Alhamzawi"}],"year":2018,"source":"Indonesian Journal of Electrical Engineering and Computer Science","identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp949-953","issn":"25024760"},"keywords":["Binarization","Eye Center Location","Face Detection","Median Filter"],"pages":"949-953","volume":"11","issue":"3","id":"02dce6bb-f0aa-3363-9642-6a5105a2f8cc","created":"2018-07-27T08:34:15.945Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-07-04T12:49:15.331Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Alhamzawi2018","private_publication":false,"abstract":"Extraction of facial features is an important step in automatic visual interpretation and recognition of human faces. Among the facial features, the eyes play a major role in the recognition process. In this article, we present an approach to detect and locate the eyes in frontal face images. Eye regions are identified using the technique of voucher detection based on mathematical morphology. After this identification is made a comparison between the variances of three different portions of each candidate region to eye (set of pixels belonging to the candidate region as a whole, set of pixels contained in a minimum rectangle circumscribed to the candidate region and set of pixels of the candidate region belonging to a horizontal band that crosses the center of mass of this region). The calculation of these variances also considers the R, G, and B channels, as well as the gray version of the input image."},{"title":"Quadratic Support Vector Machine For The Bomba Traditional Textile Motif Classification","type":"journal","authors":[{"first_name":"Anita Ahmad","last_name":"Kasim"}],"year":2018,"pages":"1004-1014","volume":"11","issue":"3","id":"00de1ae8-547f-3f18-a57e-0e70fbbf904e","created":"2018-07-27T08:34:15.919Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.919Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Performance of Malaysian Insurance Companies Using Data Envelopment Analysis","type":"journal","authors":[{"first_name":"Ng Jia","last_name":"Bao"},{"first_name":"Rohaizan","last_name":"Ramlan"},{"first_name":"Fazeeda","last_name":"Mohamad"},{"first_name":"Azlina","last_name":"Yassin"}],"year":2018,"identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp1147-1151"},"keywords":["data envelopment analysis"],"pages":"1147-1151","volume":"11","issue":"3","id":"b38aafa1-2ea9-3831-87f1-18e82a7909df","created":"2018-07-27T08:34:15.429Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.429Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A review of electromyography signal analysis techniques for musculoskeletal disorders","type":"generic","authors":[{"first_name":"T. N.S.","last_name":"Tengku Zawawi"},{"first_name":"A R","last_name":"Abdullah"},{"first_name":"M H","last_name":"Jopri"},{"first_name":"T","last_name":"Sutikno"},{"first_name":"N M","last_name":"Saad"},{"first_name":"R","last_name":"Sudirman"}],"year":2018,"source":"Indonesian Journal of Electrical Engineering and Computer Science","identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp1136-1146","issn":"25024760"},"keywords":["Electromyography","Frequency domain","Musculoskeletal disorder","Signal processing","Time domain","Time-frequency domain"],"pages":"1136-1146","volume":"11","issue":"3","id":"c56ce61a-3443-3bbc-bfea-b2eaf859b44d","created":"2018-07-27T08:34:15.420Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2019-07-04T02:18:46.233Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Social Security Organisation (SOCSO) Malaysia has reported that the incidence of work related to musculoskeletal disorders (MSDs) has been growing planetary in the manufacturing industry. MSDs are the result of repetitive, forceful or awkward movements on our body and or body parts of bones, joints, ligaments and other soft tissues. Workplace pains and strains can be serious and disabling for workers, causing pain and suffering ranging from discomfort to severe disability. To overcome this problem, Electromyography is proper to use in Health Screening Program (HSP) it to monitor darn diagnose the muscle’s performance for their patient and know the exact localization of muscle pain. The previous researchers has been explore of several in EMG analysis techniques and features proposed in time, frequency and time-frequency domain analysis. This review of common EMG signal processing techniques is proposed by assembling from simple to complex analysis techniques to give the overview information for the other researcher. This is because; the suitable selection of a method and its features settings will ensure readability of the time-frequency representations and reliability of results. The strongest correspond with time-frequency characteristic and resolution also reducing cross term for bilinear will consider it as the optimal method."},{"title":"Comparative Performance of Machine Learning Algorithms for Cryptocurrency Forecasting","type":"journal","authors":[{"first_name":"Nor Azizah","last_name":"Hitam"},{"first_name":"Amelia Ritahani","last_name":"Ismail"}],"year":2018,"keywords":["artificial intelligence"],"pages":"1121-1128","volume":"11","issue":"3","id":"0ece5650-e999-3d6a-84ac-05125963969d","created":"2018-07-27T08:34:15.409Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.409Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Review of Crude Oil Prices Forecasting using Hybrid Method","type":"journal","authors":[{"first_name":"Software","last_name":"Engineering"},{"first_name":"Faculty","last_name":"Computing"},{"first_name":"Universiti Teknologi","last_name":"M"},{"first_name":"Johor","last_name":"Bahru"}],"year":2018,"pages":"1114-1120","volume":"11","issue":"3","id":"361bb6b1-4cea-3ef7-98e6-4e4c520f1e5c","created":"2018-07-27T08:34:15.405Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.405Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Cascaded Neural Network based Data Mining Strategy for Cloud Intrusion Detection","type":"journal","authors":[{"first_name":"Computer","last_name":"Science"},{"first_name":"R Jagadeesh","last_name":"Kannan"},{"first_name":"Article","last_name":"Info"},{"first_name":"Received","last_name":"May"}],"year":2018,"keywords":["cloud intrusion detection"],"pages":"1094-1101","volume":"11","issue":"3","id":"a379e89d-e849-3743-a8eb-90ae48723fdc","created":"2018-07-27T08:34:15.393Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.393Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Contact Lens Classification by Using Segmented Lens Boundary Features","type":"journal","authors":[{"first_name":"Nur","last_name":"Ariffin"},{"first_name":"Mohd","last_name":"Zin"},{"first_name":"Hishammuddin","last_name":"Asmuni"},{"first_name":"Haza","last_name":"Nuzly"},{"first_name":"Abdul","last_name":"Hamed"},{"first_name":"Razib M","last_name":"Othman"}],"year":2018,"identifiers":{"doi":"10.11591/ijeecs.v11.i3.pp1129-1135"},"keywords":["contact lens classification"],"pages":"1129-1135","volume":"11","issue":"3","id":"75747964-30d2-3959-9b7c-b56fa43c35a1","created":"2018-07-27T08:34:15.389Z","file_attached":false,"profile_id":"afcaa6a3-0316-36df-b8b9-f3028afff773","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2018-07-27T08:34:15.389Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false}]

Tengo que crear un estilo CSL para formatear estas entradas, averiguar bien cómo rescatar la información exacta que quiero de Mendeley (folders, groups…) y sacarla de la mejor manera (con URLs y enlaces, etc.).

Lo que tenemos en el grupo de Narratech Laboratories:

Mendeley Plugin: groupby = , sortby = year, sortorder = desc, filter = Array

Mendeley Plugin: Unfiltered results count: 26 ()

Elisenda Estanyol, Mireia Montaña, Antonio José Planells (2019) Jóvenes y videojuegos. Percepciones sobre su tratamiento informativo en los medios de comunicación, Estudios sobre el Mensaje Periodístico 25(1), p. 129-145, url, doi:10.5209/ESMP.63720

Coursera (2019) Story and Narrative Development for Video Games, url

㻌 㞷, Yasuda Yuki () Toward a Network Analysis of Empathic and Exciting AI Conversation and Scenario

Kazuko Takahashi, Shizuka Yokohama () On a Formal Treatment of Deception in Argumentative Dialogues

Nguyen The Tung, Koichiro Yoshino, Sakriani Sakti, Satoshi Nakamura () Utilizing deception information for dialog management of doctor-patient conversations

Raghav Bhardwaj (2017) The Ergonomic Development of Video Game Controllers, doi:10.4172/2165-7556.1000209

() (No Title), pdf

() (No Title), pdf

Emese Domahidi, Ruth Festl, Thorsten Quandt (2014) To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships, Computers in Human Behavior 35, p. 107-115, url, doi:10.1016/j.chb.2014.02.023

Nick Redfern (2013) Film style and narration in Rashomon, Journal of Japanese and Korean Cinema 5(2), p. 21-36, url, doi:10.1386/jjkc.5.1-2.21_1

() Virtual storyteller: reader takes charge of story, url

() Generating Procedural Narrative - Nonadecimal Creative, url

Andrew J Reagan, Lewis Mitchell, Dilan Kiley, Christopher M Danforth, Peter Sheridan Dodds () The emotional arcs of stories are dominated by six basic shapes, url

José Luis Orihuela Colliva () El narrador en la ficción interactiva. El jardinero y el laberinto | Biblioteca Virtual Miguel de Cervantes, url

Brian McKernan (2013) The Morality of Play, Games and Culture 8(5), p. 307-329, url, doi:10.1177/1555412013493133

Barbara Krahé, Ingrid Möller (2010) Longitudinal effects of media violence on aggression and empathy among German adolescents, Journal of Applied Developmental Psychology 31(5), p. 401-409, url, doi:10.1016/j.appdev.2010.07.003

Thomas H. Apperley (2006) Genre and game studies: Toward a critical approach to video game genres, Simulation & Gaming 37(1), p. 6-23, url, doi:10.1177/1046878105282278

Dmitri Williams (2003) The Video Game Lightning Rod, Information, Communication & Society 6(4), p. 523-550, url, doi:10.1080/1369118032000163240

Mary E. Ballard, J. Rose Wiest (1996) Mortal Kombat (tm): The Effects of Violent Videogame Play on Males' Hostility and Cardiovascular Responding1, Journal of Applied Social Psychology 26(8), p. 717-730, url, doi:10.1111/j.1559-1816.1996.tb02740.x

B S Tufts University, ; M S University Of Washington (1995) Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data

() Leonid Berov - Institute of Cognitive Science, url

S. Fling, L. Smith, T. Rodriguez, D. Thornton, E. Atkins, K. Nixon (1992) VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY, Social Behavior and Personality: an international journal 20(1), p. 39-45, url, doi:10.2224/sbp.1992.20.1.39

Nicola S. Schutte, John M. Malouff, Joan C. Post-Gorden, Annette L. Rodasta (1988) Effects of Playing Videogames on Children's Aggressive and Other Behaviors1, Journal of Applied Social Psychology 18(5), p. 454-460, url, doi:10.1111/j.1559-1816.1988.tb00028.x

Mark Winkel, Dawn M. Novak, Helen Hopson (1987) Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents, Journal of Research in Personality 21(2), p. 211-223, url, doi:10.1016/0092-6566(87)90008-0

Steven B. Silvern, Peter A. Williamson (1987) The effects of video game play on young children's aggression, fantasy, and prosocial behavior, Journal of Applied Developmental Psychology 8(4), p. 453-462, url, doi:10.1016/0193-3973(87)90033-5

Joel Cooper, Diane Mackie (1986) Video Games and Aggression in Children1, Journal of Applied Social Psychology 16(8), p. 726-744, url, doi:10.1111/j.1559-1816.1986.tb01755.x

Mendeley Plugin: Filtered results count: 26

Las mías, own:

Mendeley Plugin: groupby = year, sortby = , sortorder = asc, filter = Array

Mendeley Plugin: Unfiltered results count: 56 ()

2018

M. López Ibáñez, N. Álvarez, F. Peinado (2018) Towards an emotion-driven adaptive system for video game music, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_25

G. Peñas, F. Peinado (2018) An approach to basic emotion recognition through players body pose using virtual reality devices, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_5

2017

M. Miranda, A.A. Sánchez-Ruiz, F. Peinado (2017) Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man, CEUR Workshop Proceedings 1957

M.L. Ibáñez, N. Álvarez, F. Peinado (2017) A study on an efficient spatialisation technique for near-field sound in video games, CEUR Workshop Proceedings 1957

J. Esteve, F. Peinado (2017) FX interactive: Growth and decline of the Spanish video games publisher, CEUR Workshop Proceedings 1957

G. Peñas, F. Peinado (2017) Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences, CEUR Workshop Proceedings 1957

2016

R. Hervás, J. Arroyo, V. Francisco, F. Peinado, P. Gervás (2016) Influence of personal choices on lexical variability in referring expressions, Natural Language Engineering 22(2), doi:10.1017/S1351324915000182

M. Miranda, A.A. Sánchez-Ruiz, F. Peinado (2016) A neuroevolution approach to imitating human-like play in Ms. Pac-man video game, CEUR Workshop Proceedings 1682

M.L. Ibáñez, F. Peinado (2016) Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games, CEUR Workshop Proceedings 1682

2015

M. Miranda, F. Peinado (2015) Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine, CEUR Workshop Proceedings 1394(January)

N. Alvarez, F. Peinado (2015) Modelling suspicion as a game mechanism for designing a computer-played investigation character, CEUR Workshop Proceedings 1394(January)

2012

V. Francisco, R. Hervás, F. Peinado, P. Gervás (2012) EmoTales: Creating a corpus of folk tales with emotional annotations, Language Resources and Evaluation 46(3), doi:10.1007/s10579-011-9140-5

D. Oyarzun, F. Peinado, R.M. Young, A. Elizalde, G. Méndez (2012) Preface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS

N. Álvarez, F. Peinado (2012) Exploring body language as narrative interface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS, doi:10.1007/978-3-642-34851-8-19

2010

P. Lendvai, T. Declerck, S. Darányi, P. Gervás, R. Hervás, S. Malec, F. Peinado (2010) Integration of linguistic markup into semantic models of folk narratives: The fairy tale use case, Proceedings of the 7th International Conference on Language Resources and Evaluation, LREC 2010

V. Francisco, F. Peinado, R. Hervás, P. Gervás (2010) Semantic web approaches to the extraction and representation of emotions in texts, Semantic Web: Standards, Tools and Ontologies

Federico Peinado (2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM

Federico Peinado, Virginia Francisco, Raquel Hervás, Pablo Gervás (2010) Assessing the novelty of computer-generated narratives using empirical metrics, Minds and Machines. Special Issue on Computational Creativity 20(4), p. 565–588

Virginia Francisco, Pablo Gervás, Federico Peinado (2010) Ontological reasoning for improving the treatment of emotions in text, Knowledge and Information Systems 25(3), p. 421-443

2008

F. Peinado, M. Cavazza, D. Pizzi (2008) Revisiting character-based affective storytelling under a narrative BDI framework, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_13

F. Peinado, A. Navarro, P. Gervás (2008) A testbed environment for interactive storytellers, INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment

C. León, F. Peinado, Á. Navarro, H. Cortiguera (2008) An intelligent plot-centric interface for mastering computer role-playing games, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_39

Federico Peinado (2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial

Federico Peinado, Marc Cavazza, David Pizzi (2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url

Federico Peinado, Álvaro Navarro, Pablo Gervás (2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment

Carlos León, Federico Peinado, Álvaro Navarro, Héctor Cortiguera (2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url

Federico Peinado (2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing

2007

V. Francisco, P. Gervás, F. Peinado (2007) Ontological reasoning to configure emotional voice synthesis, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4524 LNCS

Federico Peinado (2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments

Federico Peinado, Álvaro Navarro (2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling

Virginia Francisco, Pablo Gervás, Federico Peinado (2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url

Federico Peinado, Pablo Gervás (2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling

2006

H. Gómez-Gauchía, F. Peinado (2006) Automatic customization of non-player characters using players temperament, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4326 LNCS

Federico Peinado, Mateus Mendes (2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06

Pablo Gervás, Birte Lönneker-Rodman, Jan Christoph Meister, Federico Peinado (2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis

Federico Peinado (2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales

Federico Peinado, Pablo Gervás (2006) Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url

Federico Peinado (2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments

Héctor Gómez-Gauchía, Federico Peinado (2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url

Federico Peinado, Michael Santorum (2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14

Federico Peinado, Pablo Gervás (2006) Evaluation of Automatic Generation of Basic Stories, New Generation Computing, Computational Paradigms and Computational Intelligence. Special issue: Computational Creativity 24(3), p. 289-302

2005

F. Peinado, P.P. Gómez-Martín, M.A. Gómez-Martín (2005) A game architecture for emergent story-puzzles in a persistent world, Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play

Federico Peinado, Pablo Gervás (2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.

Federico Peinado, Michael Santorum (2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14

Federico Peinado, Pablo Gervás, Pablo Moreno-Ger (2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies

Federico Peinado, Pablo Gervás (2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity

Federico Peinado, Pablo Gervás (2005) A Generative and Case-based Implementation of Proppian Morphology, Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing

Federico Peinado, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín (2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association

Pablo Gervás, Belén Díaz-Agudo, Federico Peinado, Raquel Hervás (2005) Story Plot Generation based on CBR, Knowledge-Based Systems. Special issue: AI-2004 18(4-5), p. 235-242

2004

B. Díaz-Agudo, P. Gervás, F. Peinado (2004) A case based reasoning approach to story plot generation, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 3155

Federico Peinado, Pablo Gervás (2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment

Federico Peinado (2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva

Federico Peinado, Miguel Ancochea, Pablo Gervás (2004) Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity, European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity

Federico Peinado, Pablo Gervás, Belén Díaz-Agudo (2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity

Belén Díaz-Agudo, Pablo Gervás, Federico Peinado (2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning

Federico Peinado, P Gervas (2004) Transferring game mastering laws to interactive digital storytelling, Lecture Notes in Computer Science, p. 48–54, Springer, pdf

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El grupo de Artificial Intelligence

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