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[{"title":"Desarrollo y evaluación de un videojuego serio para tratar la nictofobia","type":"journal","authors":[{"first_name":"Jim Drey","last_name":"Cubillos Tellez"},{"first_name":"Jim Drey","last_name":"Cubillos Tellez"}],"year":2021,"keywords":["Informática"],"id":"16c827e1-82f4-3f97-8191-195688454043","created":"2021-11-18T15:55:31.028Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:55:31.255Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El impacto de las enfermedades psicológicas en nuestra sociedad es cada vez más notorio. Entre ellas se encuentran los trastornos de ansiedad denominados como “fobias”, los cuales, según el grado de afección, pueden llegar a perjudicar seriamente la vida personal, laboral, sentimental, etc. De las personas. La nictofobia es el temor irracional a la oscuridad que, aunque puede padecerse desde temprana edad y persistir en la vida adulta, no es una patología suficientemente tratada. Por ello, la principal motivación de este trabajo es la de facilitar una herramienta, intuitiva, de fácil uso y acceso, que permita reforzar su tratamiento.\nTras el estudio de este dominio específico de conocimiento, como parte central del proyecto se ha desarrollado un “videojuego serio” -es decir, con propósito específico- llamado OSCURO, que invita al jugador a divertirse realizando actividades sencillas e inofensivas en un entorno doméstico seguro pero sumido en la oscuridad, a varios niveles. Este documento detalla el proceso de desarrollo completo, en sus fases de pre-producción, producción y post-producción, y describe los problemas y las lecciones de diseño aprendidas creando la funcionalidad y usabilidad del juego en Unreal Engine. La última iteración ha sido publicada como descarga gratuita en Itch.io.\nEl juego fue escogido para realizar pruebas por parte de los alumnos de la actividad formativa “Control de Calidad y Pruebas en Videojuegos” de nuestra Facultad, y su diseño evaluado por una diseñadora de videojuegos especializada en narrativa y por los responsables de Didactoons, una empresa productora de juegos serios para niños. Se ha explorado también su potencial aplicación clínica con ayuda de un psicólogo y dos posibles pacientes.\nTanto la metodología como las recomendaciones con las que concluye el trabajo se documentan para que sirvan como guía a futuros proyectos de desarrollo de juegos serios, confiando en que haya cada vez más y mejores herramientas tecnológicas para tratar este y muchos otros problemas."},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity","type":"journal","authors":[{"first_name":"Sergio","last_name":"González Jiménez"},{"first_name":"Sergio","last_name":"González Jiménez"}],"year":2018,"keywords":["Informática"],"id":"3da27e74-205d-3f73-a0bf-efa623a64734","created":"2021-11-18T15:55:22.389Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:55:24.828Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Los videojuegos siempre han querido incorporar personajes autónomos como parte de sus mundos de ficción. El problema de la IA en personajes de videojuego no es tanto el ser avanzada sino que requiere credibilidad, y ser suficientemente expresiva como para que el jugador “entienda” lo que hace el personaje. Un modelo interesante de IA es el que considera lo que el personaje cree saber sobre el mundo, los deseos que tiene y las intenciones que es capaz de desarrollar para satisfacerlos en forma de planes.\nUsar técnicas simbólicas de IA y herramientas pensadas para la depuración de sistemas multiagente con este tipo de arquitecturas puede ayudar a desarrollar y convencer a la industria de que es posible tener personajes inteligentes y capaces de “explicar” sus comportamientos.\nCon el fin de explorar nuevas tecnologías para crear personajes en videojuegos, se propone utilizar el modelo de Creencias-Deseos-Intenciones y una combinación de plataformas (Unity como entorno de desarrollo de videojuegos, y Jason como plataformas para desarrollar y depurar sistemas multiagente BDI) para conseguir personajes inteligentes.\nSe propone para ello un conector UniJason, basado en otro TFG (Sánchez-López, Romero, y Martín-Solís, 2016), con un protocolo mejor definido de mensajes que se intercambian de manera bidireccional, y un diseño genérico aplicable a cualquier tipo de videojuego.\nPara probar este sistema se ha desarrollado un videojuego, Miners of the Broken Planet (en homenaje a la superproducción española de Mercurysteam, Raiders of the Broken Planet). En éste, el jugador puede manejar a distintos personajes, cada uno con un rol, tareas y personalidad diferentes.\nLas pruebas con usuarios reales realizadas confirman que el conector funciona, y que el juego también es comprensible para las personas que lo juegan."},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity","type":"journal","authors":[{"first_name":"Sergio","last_name":"González Jiménez"},{"first_name":"Sergio","last_name":"González Jiménez"}],"year":2018,"keywords":["Informática"],"id":"5705df72-86d2-36f8-8f9f-25e3bb0ccf86","created":"2021-11-18T15:54:51.256Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:54:51.256Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Los videojuegos siempre han querido incorporar personajes autónomos como parte de sus mundos de ficción. El problema de la IA en personajes de videojuego no es tanto el ser avanzada sino que requiere credibilidad, y ser suficientemente expresiva como para que el jugador “entienda” lo que hace el personaje. Un modelo interesante de IA es el que considera lo que el personaje cree saber sobre el mundo, los deseos que tiene y las intenciones que es capaz de desarrollar para satisfacerlos en forma de planes.\nUsar técnicas simbólicas de IA y herramientas pensadas para la depuración de sistemas multiagente con este tipo de arquitecturas puede ayudar a desarrollar y convencer a la industria de que es posible tener personajes inteligentes y capaces de “explicar” sus comportamientos.\nCon el fin de explorar nuevas tecnologías para crear personajes en videojuegos, se propone utilizar el modelo de Creencias-Deseos-Intenciones y una combinación de plataformas (Unity como entorno de desarrollo de videojuegos, y Jason como plataformas para desarrollar y depurar sistemas multiagente BDI) para conseguir personajes inteligentes.\nSe propone para ello un conector UniJason, basado en otro TFG (Sánchez-López, Romero, y Martín-Solís, 2016), con un protocolo mejor definido de mensajes que se intercambian de manera bidireccional, y un diseño genérico aplicable a cualquier tipo de videojuego.\nPara probar este sistema se ha desarrollado un videojuego, Miners of the Broken Planet (en homenaje a la superproducción española de Mercurysteam, Raiders of the Broken Planet). En éste, el jugador puede manejar a distintos personajes, cada uno con un rol, tareas y personalidad diferentes.\nLas pruebas con usuarios reales realizadas confirman que el conector funciona, y que el juego también es comprensible para las personas que lo juegan."},{"title":"Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual","type":"journal","authors":[{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"},{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"}],"year":2020,"keywords":["Informática"],"id":"db96a318-1cd0-352e-bce1-cfab99296faa","created":"2021-11-18T15:53:57.699Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:53:57.930Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El año 2016 supuso la reaparición de una ola de productos de Realidad Virtual a la que se unirían grandes empresas como Facebook, Sony o HTC y que pondría énfasis en las aplicaciones para la industria del entretenimiento. Desde entonces se suceden los avances tecnológicos, de accesibilidad y de jugabilidad que tratan de ser explotados en el mundo del videojuego comercial.\nLas nuevas tecnologías permiten hoy alcanzar un nivel de inmersión aún mayor que el de los videojuegos convencionales. Para aprovecharlo, debemos mantener la sensación de presencia durante toda la experiencia. En particular, algo que el jugador desea es poder interactuar con los personajes del juego, que sean percibidos como entes inteligentes, atentos y reactivos antes nuestras acciones y nuestra presencia, lo cual es raro de encontrar en los videojuegos actuales. Para crear este tipo de personajes es clave el uso de técnicas de Inteligencia Artificial.\nEl objetivo de este proyecto es construir una herramienta para Unity que facilite el diseño y desarrollo de personajes sociales mediante la definición de un conjunto de eventos básicos ante los que el personaje debe ser capaz de dar respuesta, y permitiendo su extensibilidad a todo tipo de comportamientos específicos de un título concreto.\nEl análisis y diseño de los objetivos propuestos concluyó en el paquete de tareas y comportamientos para personajes no jugables denominado Social Presence VR. Además, su eficacia ha sido comprobada mediante test A/B con usuarios. La herramienta es gratuita y se encuentra disponible en la plataforma GitHub."},{"title":"Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine","type":"journal","authors":[{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"},{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"}],"year":2020,"keywords":["Informática"],"id":"aa8b91d1-5d74-36f6-99f6-7e785d365b6a","created":"2021-11-18T15:53:49.609Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:53:50.004Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La inteligencia artificial es uno de los pilares fundamentales sobre los que se ha asentado la industria de los videojuegos. Por este motivo, gran parte de los recursos empleados en el desarrollo de un videojuego son destinados al ámbito relacionado con la simulación de inteligencia y, especialmente, a mejorar el comportamiento de los personajes no jugadores. \nSin embargo, no todos los estudios disponen de los mismos medios para hacer frente a los costes asociados al desarrollo de inteligencia artificial. Esto provoca que las pequeñas compañías o desarrolladores independientes tengan que recurrir en muchas ocasiones a obtener recursos a través de tiendas de contenidos. El problema surge con la falta de recursos de calidad relacionados con inteligencia artificial en dichas tiendas. \nPara solucionar este problema, hemos creado una herramienta para Unreal Engine que permite llevar a cabo la planificación automática, bajo una arquitectura GOAP, del comportamiento en personajes no jugadores de una manera sencilla. Esta herramienta ha sido desarrollada como code plugin, lo que permite que sea incluida fácilmente en cualquier proyecto, y se ha publicado en la tienda de recursos de Unreal Engine, para hacerla más accesible a cualquier desarrollador."},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity","type":"journal","authors":[{"first_name":"Sergio","last_name":"González Jiménez"},{"first_name":"Sergio","last_name":"González Jiménez"}],"year":2018,"keywords":["Informática"],"id":"a98a8bd5-9da6-393a-b759-c600416dbcf1","created":"2021-11-18T15:53:44.872Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:54:11.061Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Los videojuegos siempre han querido incorporar personajes autónomos como parte de sus mundos de ficción. El problema de la IA en personajes de videojuego no es tanto el ser avanzada sino que requiere credibilidad, y ser suficientemente expresiva como para que el jugador “entienda” lo que hace el personaje. Un modelo interesante de IA es el que considera lo que el personaje cree saber sobre el mundo, los deseos que tiene y las intenciones que es capaz de desarrollar para satisfacerlos en forma de planes.\nUsar técnicas simbólicas de IA y herramientas pensadas para la depuración de sistemas multiagente con este tipo de arquitecturas puede ayudar a desarrollar y convencer a la industria de que es posible tener personajes inteligentes y capaces de “explicar” sus comportamientos.\nCon el fin de explorar nuevas tecnologías para crear personajes en videojuegos, se propone utilizar el modelo de Creencias-Deseos-Intenciones y una combinación de plataformas (Unity como entorno de desarrollo de videojuegos, y Jason como plataformas para desarrollar y depurar sistemas multiagente BDI) para conseguir personajes inteligentes.\nSe propone para ello un conector UniJason, basado en otro TFG (Sánchez-López, Romero, y Martín-Solís, 2016), con un protocolo mejor definido de mensajes que se intercambian de manera bidireccional, y un diseño genérico aplicable a cualquier tipo de videojuego.\nPara probar este sistema se ha desarrollado un videojuego, Miners of the Broken Planet (en homenaje a la superproducción española de Mercurysteam, Raiders of the Broken Planet). En éste, el jugador puede manejar a distintos personajes, cada uno con un rol, tareas y personalidad diferentes.\nLas pruebas con usuarios reales realizadas confirman que el conector funciona, y que el juego también es comprensible para las personas que lo juegan."},{"title":"Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos","type":"journal","authors":[{"first_name":"Marcelino","last_name":"Pérez Durán"},{"first_name":"Juan José","last_name":"Prieto Escolar"},{"first_name":"Marcelino","last_name":"Pérez Durán"},{"first_name":"Juan José","last_name":"Prieto Escolar"}],"year":2018,"keywords":["Informática"],"id":"1fe8db06-2d92-3a7d-a513-f510ee0cabe4","created":"2021-11-18T15:53:42.667Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:53:52.057Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"En los últimos años no ha dejado de aumentar la producción de videojuegos desarrollados tanto de grandes productoras como de estudios independientes para todo tipo de plataformas Debido al gran volumen de lanzamientos, para ser competitivo y sobrevivir en este mercado es fundamental disponer de herramientas que permitan crear videojuegos multiplataforma de gran calidad y sin asumir unos costes elevados, ni en tiempo, ni en esfuerzo de desarrollo. Es cierto que existen entornos de desarrollo y herramientas muy consolidadas para crear títulos de los géneros más trabajados, como los juegos de plataformas o de disparos en primera persona, pero no ocurre lo mismo en otros géneros más complejos de abordar, como los juegos de rol, donde las herramientas escasean o son más limitadas.\nLos juegos de rol se dividen a su vez en diversos subgéneros, siendo el juego de rol táctico o TRPG (del inglés Tactical Role-Playing Game) uno de los más afectados en cuanto a carencia de herramientas de autoría modernas orientadas a la producción multiplataforma. Este subgénero se caracteriza por estructurar sus movimientos y acciones tácticas por turnos, y también por estructurar el escenario mediante casillas, a menudo ofreciendo una perspectiva isométrica del mismo.\nEl objetivo de este proyecto es crear una herramienta de autoría para juegos de género TRPG sobre Unity, dado que es el entorno de desarrollo de videojuegos más popular en la actualidad. El proyecto toma como comienzo el prototipo de una herramienta anterior, que será sometida a revisión y análisis, atendiendo a los principios de la Ingeniería del Software para dar lugar a una primera versión oficial llamada TRPG Maker. Mientras que existe la necesidad del desarrollo por completo de un motor RPG táctico que maneje los diferentes aspectos de un juego RPG, el apartado gráfico se sustentará en la herramienta IsoUnity, que se conectará con la herramienta TRPG y proporcionará la gestión de escenarios, personajes y animaciones.\nLas pruebas y análisis del software existente concluyeron en la necesidad de una reimplementación casi en su totalidad del código. Con esta primera versión oficial se ha pasado de una prueba de concepto a una herramienta más estable y cercana a su explotación en proyectos reales de producción de videojuegos. No sólo se ha replanteado el diseño, reconstruido la arquitectura software, y reimplementado todo el código fuente desde cero para que el proyecto sea más mantenible y ampliable, sino que además el proyecto cuenta con una demostración de las funcionalidades fundamentales de la gestión de la base de datos y el combate por turnos. Actualmente la herramienta de autoría TRPG Maker se encuentra disponible de forma íntegra, libre y gratuita en la plataforma GitHub."},{"title":"Desarrollo y evaluación de un videojuego serio para tratar la nictofobia","type":"journal","authors":[{"first_name":"Jim Drey","last_name":"Cubillos Tellez"},{"first_name":"Jim Drey","last_name":"Cubillos Tellez"}],"year":2021,"keywords":["Informática"],"id":"caf13269-e962-38ab-8853-95d29e5a5da9","created":"2021-11-18T15:53:23.755Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:53:42.858Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El impacto de las enfermedades psicológicas en nuestra sociedad es cada vez más notorio. Entre ellas se encuentran los trastornos de ansiedad denominados como “fobias”, los cuales, según el grado de afección, pueden llegar a perjudicar seriamente la vida personal, laboral, sentimental, etc. De las personas. La nictofobia es el temor irracional a la oscuridad que, aunque puede padecerse desde temprana edad y persistir en la vida adulta, no es una patología suficientemente tratada. Por ello, la principal motivación de este trabajo es la de facilitar una herramienta, intuitiva, de fácil uso y acceso, que permita reforzar su tratamiento.\nTras el estudio de este dominio específico de conocimiento, como parte central del proyecto se ha desarrollado un “videojuego serio” -es decir, con propósito específico- llamado OSCURO, que invita al jugador a divertirse realizando actividades sencillas e inofensivas en un entorno doméstico seguro pero sumido en la oscuridad, a varios niveles. Este documento detalla el proceso de desarrollo completo, en sus fases de pre-producción, producción y post-producción, y describe los problemas y las lecciones de diseño aprendidas creando la funcionalidad y usabilidad del juego en Unreal Engine. La última iteración ha sido publicada como descarga gratuita en Itch.io.\nEl juego fue escogido para realizar pruebas por parte de los alumnos de la actividad formativa “Control de Calidad y Pruebas en Videojuegos” de nuestra Facultad, y su diseño evaluado por una diseñadora de videojuegos especializada en narrativa y por los responsables de Didactoons, una empresa productora de juegos serios para niños. Se ha explorado también su potencial aplicación clínica con ayuda de un psicólogo y dos posibles pacientes.\nTanto la metodología como las recomendaciones con las que concluye el trabajo se documentan para que sirvan como guía a futuros proyectos de desarrollo de juegos serios, confiando en que haya cada vez más y mejores herramientas tecnológicas para tratar este y muchos otros problemas."},{"title":"Diseño y Desarrollo de un Conjunto de Herramientas de Producción para Facilitar la Accesibilidad Auditiva en Videojuegos","type":"journal","authors":[{"first_name":"Omar","last_name":"Naranjo Caprachi"},{"first_name":"Gonzalo","last_name":"Pérez Martín"},{"first_name":"Omar","last_name":"Naranjo Caprachi"},{"first_name":"Gonzalo","last_name":"Pérez Martín"}],"year":2021,"keywords":["Informática"],"month":6,"day":15,"id":"ef82a5d2-b542-3083-833e-d1e26a9c3182","created":"2021-11-18T15:53:21.244Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:53:22.199Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La accesibilidad es un aspecto del desarrollo de videojuegos que no ha sido trabajado en profundidad por la mayoría de las empresas y que, sin embargo, puede tener un gran impacto en la jugabilidad, no solo para aquellas personas con algún tipo de discapacidad, sino también para un amplio número de jugadores que utilizan las características de accesibilidad para mejorar su experiencia de juego, atendiendo a muy diversas razones. Este potencial es algo que la industria están empezando a considerar seriamente como atestigua el Reconocimiento a la Accesibilidad en Videojuegos que otorga The Game Awards desde su pasada edición de 2020.\nAlgunas de estas características, como los subtítulos, se llevan implementando en los videojuegos desde hace mucho tiempo, pero a menudo de una forma demasiado simple y sin el apoyo de otras técnicas complementarias que permitan abordar las cuestiones de accesibilidad desde varios frentes.\nEl objetivo de este proyecto es el desarrollo de un conjunto de herramientas llamadas Accessible Audio Toolkit que extienden el entorno de desarrollo Unity permitiendo a los desarrolladores introducir fácilmente en sus juegos técnicas configurables de accesibilidad auditiva, tales como mostrar la direccionalidad del sonido mediante una brújula y/o un radar 3D, además de mostrar subtítulos más configurables.\nLos resultados han sido comprobados de manera experimental, añadiendo estas características a un videojuego sencillo pero donde el sonido es importante, Death Impact, poniendo a jugadores a jugarlo sin sonido, para confirmar la eficacia de nuestra herramienta. Tras las pruebas este software ha sido publicado en la Unity Asset Store, permitiendo así que la comunidad de desarrolladores lo integre en sus próximos proyectos."},{"title":"Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final","type":"journal","authors":[{"first_name":"José Javier","last_name":"Cortés Tejada"},{"first_name":"José Javier","last_name":"Cortés Tejada"}],"year":2020,"keywords":["Informática"],"id":"e8cc4adc-b394-3463-866b-3f201f0cbeeb","created":"2021-11-18T15:52:27.100Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:52:27.878Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La industria del videojuego ha crecido exponencialmente en los últimos años. Como consecuencia de esta evolución, los entornos de desarrollo se han convertido en herramientas cada vez más complejas centradas en las características comunes de los videojuegos comerciales modernos.\nEste fenómeno ha propiciado la aparición de herramientas que no requieren conocimientos técnicos para que los usuarios las usen, haciendo el desarrollo de videojuegos accesible a todo el mundo. Debido al alto interés en este tipo de software hemos decidido desarrollar TRPG Maker, una herramienta intuitiva y autocontenida enfocada en el desarrollo de un género concreto de videojuegos para el usuario final.\nEl diseño de esta aplicación se centra en facilitar la creación de videojuegos de rol táctico a aquellos usuarios sin conocimientos de programación o sin interés en la parte técnica del desarrollo de videojuegos.\nJunto con el desarrollo de la herramienta hemos llevado a cabo un proceso de diseño y desarrollo basándonos en los principios de desarrollo para el usuario final y hemos realizado una primera validación experimental con usuarios reales para determinar el grado de utilidad y comodidad del prototipo, así como para detectar fallos y descubrir posibles mejoras para esta herramienta. Por último, la realimentación obtenida ha sido usado para crear una versión del producto más completa, comparable en rasgos generales con herramientas similares que encontramos en el mercado, se ha publicado y puesto a disposición de la comunidad para su uso gratuito."},{"title":"Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual","type":"journal","authors":[{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"},{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"}],"year":2020,"keywords":["Informática"],"id":"06874c90-d7e3-322b-a9f8-71c29fd39190","created":"2021-11-18T15:52:21.442Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:52:44.379Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El año 2016 supuso la reaparición de una ola de productos de Realidad Virtual a la que se unirían grandes empresas como Facebook, Sony o HTC y que pondría énfasis en las aplicaciones para la industria del entretenimiento. Desde entonces se suceden los avances tecnológicos, de accesibilidad y de jugabilidad que tratan de ser explotados en el mundo del videojuego comercial.\nLas nuevas tecnologías permiten hoy alcanzar un nivel de inmersión aún mayor que el de los videojuegos convencionales. Para aprovecharlo, debemos mantener la sensación de presencia durante toda la experiencia. En particular, algo que el jugador desea es poder interactuar con los personajes del juego, que sean percibidos como entes inteligentes, atentos y reactivos antes nuestras acciones y nuestra presencia, lo cual es raro de encontrar en los videojuegos actuales. Para crear este tipo de personajes es clave el uso de técnicas de Inteligencia Artificial.\nEl objetivo de este proyecto es construir una herramienta para Unity que facilite el diseño y desarrollo de personajes sociales mediante la definición de un conjunto de eventos básicos ante los que el personaje debe ser capaz de dar respuesta, y permitiendo su extensibilidad a todo tipo de comportamientos específicos de un título concreto.\nEl análisis y diseño de los objetivos propuestos concluyó en el paquete de tareas y comportamientos para personajes no jugables denominado Social Presence VR. Además, su eficacia ha sido comprobada mediante test A/B con usuarios. La herramienta es gratuita y se encuentra disponible en la plataforma GitHub."},{"title":"Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine","type":"journal","authors":[{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"},{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"}],"year":2020,"keywords":["Informática"],"id":"72093e0a-dbc9-33b6-98b6-623b335cca12","created":"2021-11-18T15:52:11.645Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:52:38.741Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La inteligencia artificial es uno de los pilares fundamentales sobre los que se ha asentado la industria de los videojuegos. Por este motivo, gran parte de los recursos empleados en el desarrollo de un videojuego son destinados al ámbito relacionado con la simulación de inteligencia y, especialmente, a mejorar el comportamiento de los personajes no jugadores. \nSin embargo, no todos los estudios disponen de los mismos medios para hacer frente a los costes asociados al desarrollo de inteligencia artificial. Esto provoca que las pequeñas compañías o desarrolladores independientes tengan que recurrir en muchas ocasiones a obtener recursos a través de tiendas de contenidos. El problema surge con la falta de recursos de calidad relacionados con inteligencia artificial en dichas tiendas. \nPara solucionar este problema, hemos creado una herramienta para Unreal Engine que permite llevar a cabo la planificación automática, bajo una arquitectura GOAP, del comportamiento en personajes no jugadores de una manera sencilla. Esta herramienta ha sido desarrollada como code plugin, lo que permite que sea incluida fácilmente en cualquier proyecto, y se ha publicado en la tienda de recursos de Unreal Engine, para hacerla más accesible a cualquier desarrollador."},{"title":"Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos","type":"journal","authors":[{"first_name":"Jorge","last_name":"Osorio González"},{"first_name":"Federico","last_name":"Peinado Gil"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/V1I2.26"},"pages":"63-76","volume":"1","issue":"2","month":12,"publisher":"Communication and Methods","day":18,"id":"df97da20-aa2e-3e20-aaa2-cf75464b93bf","created":"2021-11-18T15:52:02.248Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:52:02.497Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El presente artículo pretende desarrollar una metodología utilizada para el análisis comunicativo basada en la psicología motivacional. Se centra en desgranar la estructura conductual localizando los factores que pudieran influir sobre el discurso. Es una metodología de carácter cualitativo compuesta por métodos conocidos como la encuesta y la entrevista en profundidad. la innovación se centra en el análisis de datos utilizando una herramienta metodológica denominada protocolo de análisis motivacional. Este protocolo extrae elementos pertenecientes a la Teoría de la Autodeterminación desarrollada por Ryan & Deci (2000) la cual fue adaptada para el análisis del discurso recogido mediante entrevistas en profundidad. Dicha herramienta está compuesta por cinco partes o fases: Localización de palabras clave, análisis de la necesidad predominante, Análisis del grado de interiorización motivacional y análisis de los factores de influencia derivados del análisis. Tras su aplicación detectamos redundancias en las palabras clave que sirven como indicios para localizar determinados tipos de conducta. Presentamos una estandarización de estos términos como muestra para la creación de una metodología que nos permita analizar grandes volúmenes de información en busca de conductas concretas para de ese modo poder planificar así como optimizar la comunicación hacia perfiles determinados. Si conocemos las motivaciones del interlocutor, el refinamiento del discurso dirigido al mismo aumentará pudiendo generar comunicaciones más eficaces que mantengan la atención y presenten las ideas o informaciones a transmitir con mayor precisión."},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity","type":"journal","authors":[{"first_name":"Sergio","last_name":"González Jiménez"},{"first_name":"Sergio","last_name":"González Jiménez"}],"year":2018,"keywords":["Informática"],"id":"9ce1d46c-f74c-34db-abe6-dd890e39bdd1","created":"2021-11-18T15:51:45.946Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:52:26.946Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Los videojuegos siempre han querido incorporar personajes autónomos como parte de sus mundos de ficción. El problema de la IA en personajes de videojuego no es tanto el ser avanzada sino que requiere credibilidad, y ser suficientemente expresiva como para que el jugador “entienda” lo que hace el personaje. Un modelo interesante de IA es el que considera lo que el personaje cree saber sobre el mundo, los deseos que tiene y las intenciones que es capaz de desarrollar para satisfacerlos en forma de planes.\nUsar técnicas simbólicas de IA y herramientas pensadas para la depuración de sistemas multiagente con este tipo de arquitecturas puede ayudar a desarrollar y convencer a la industria de que es posible tener personajes inteligentes y capaces de “explicar” sus comportamientos.\nCon el fin de explorar nuevas tecnologías para crear personajes en videojuegos, se propone utilizar el modelo de Creencias-Deseos-Intenciones y una combinación de plataformas (Unity como entorno de desarrollo de videojuegos, y Jason como plataformas para desarrollar y depurar sistemas multiagente BDI) para conseguir personajes inteligentes.\nSe propone para ello un conector UniJason, basado en otro TFG (Sánchez-López, Romero, y Martín-Solís, 2016), con un protocolo mejor definido de mensajes que se intercambian de manera bidireccional, y un diseño genérico aplicable a cualquier tipo de videojuego.\nPara probar este sistema se ha desarrollado un videojuego, Miners of the Broken Planet (en homenaje a la superproducción española de Mercurysteam, Raiders of the Broken Planet). En éste, el jugador puede manejar a distintos personajes, cada uno con un rol, tareas y personalidad diferentes.\nLas pruebas con usuarios reales realizadas confirman que el conector funciona, y que el juego también es comprensible para las personas que lo juegan."},{"title":"Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos","type":"journal","authors":[{"first_name":"Marcelino","last_name":"Pérez Durán"},{"first_name":"Juan José","last_name":"Prieto Escolar"},{"first_name":"Marcelino","last_name":"Pérez Durán"},{"first_name":"Juan José","last_name":"Prieto Escolar"}],"year":2018,"keywords":["Informática"],"id":"086adb7f-39dd-391a-884e-cf88f31e53cc","created":"2021-11-18T15:51:38.996Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:51:47.915Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"En los últimos años no ha dejado de aumentar la producción de videojuegos desarrollados tanto de grandes productoras como de estudios independientes para todo tipo de plataformas Debido al gran volumen de lanzamientos, para ser competitivo y sobrevivir en este mercado es fundamental disponer de herramientas que permitan crear videojuegos multiplataforma de gran calidad y sin asumir unos costes elevados, ni en tiempo, ni en esfuerzo de desarrollo. Es cierto que existen entornos de desarrollo y herramientas muy consolidadas para crear títulos de los géneros más trabajados, como los juegos de plataformas o de disparos en primera persona, pero no ocurre lo mismo en otros géneros más complejos de abordar, como los juegos de rol, donde las herramientas escasean o son más limitadas.\nLos juegos de rol se dividen a su vez en diversos subgéneros, siendo el juego de rol táctico o TRPG (del inglés Tactical Role-Playing Game) uno de los más afectados en cuanto a carencia de herramientas de autoría modernas orientadas a la producción multiplataforma. Este subgénero se caracteriza por estructurar sus movimientos y acciones tácticas por turnos, y también por estructurar el escenario mediante casillas, a menudo ofreciendo una perspectiva isométrica del mismo.\nEl objetivo de este proyecto es crear una herramienta de autoría para juegos de género TRPG sobre Unity, dado que es el entorno de desarrollo de videojuegos más popular en la actualidad. El proyecto toma como comienzo el prototipo de una herramienta anterior, que será sometida a revisión y análisis, atendiendo a los principios de la Ingeniería del Software para dar lugar a una primera versión oficial llamada TRPG Maker. Mientras que existe la necesidad del desarrollo por completo de un motor RPG táctico que maneje los diferentes aspectos de un juego RPG, el apartado gráfico se sustentará en la herramienta IsoUnity, que se conectará con la herramienta TRPG y proporcionará la gestión de escenarios, personajes y animaciones.\nLas pruebas y análisis del software existente concluyeron en la necesidad de una reimplementación casi en su totalidad del código. Con esta primera versión oficial se ha pasado de una prueba de concepto a una herramienta más estable y cercana a su explotación en proyectos reales de producción de videojuegos. No sólo se ha replanteado el diseño, reconstruido la arquitectura software, y reimplementado todo el código fuente desde cero para que el proyecto sea más mantenible y ampliable, sino que además el proyecto cuenta con una demostración de las funcionalidades fundamentales de la gestión de la base de datos y el combate por turnos. Actualmente la herramienta de autoría TRPG Maker se encuentra disponible de forma íntegra, libre y gratuita en la plataforma GitHub."},{"title":"Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos","type":"journal","authors":[{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"},{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"}],"year":2017,"keywords":["Sistemas expertos","Software"],"id":"c024ad17-1ab6-3181-a537-f6d1254b608c","created":"2021-11-18T15:51:28.035Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:51:28.263Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"A lo largo de 2016 se ha lanzado al mercado una nueva generación de cascos de Realidad Virtual. Esto ha supuesto un renacer de la inversión y el interés por los dispositivos y aplicaciones relacionados con este campo, desde los sencillos visores para teléfonos móviles, hasta las aparatosas yincanas físicas con visores y controladores hápticos, pasando por los populares vídeos esféricos, en vista onmidireccional de 360 grados. \nLas productoras de contenidos digitales buscan aplicar experiencias novedosas de Realidad Virtual en ámbitos como el Entretenimiento, la Publicidad y la Comunicación. Por ello, creadores e investigadores necesitan conocer en profundidad la manera en que los usuarios interactúan con estas aplicaciones. Sin duda, disponer de información objetiva y exhaustiva sobre este comportamiento, permite mejorar el software, potenciando o restringiendo distintos aspectos de la experiencia según su relevancia para los usuarios reales. Cuanto más conocimiento se adquiera durante las pruebas, mayor será la calidad del resultado final.\n El objetivo de este proyecto es dar soporte a la investigación del comportamiento real de los usuarios en aplicaciones avanzadas de Realidad Virtual. La propuesta consiste en el desarrollo de un sistema informático, Haptic Analytics, que sirve como herramienta de recolección y análisis de datos de la experiencia de usuario en aplicaciones que realizan seguimiento del movimiento del visor y seguimiento de posición y reconocimiento gestual de las manos. Dicho sistema cuenta con una arquitectura cliente-servidor donde el cliente es la propia aplicación objeto de estudio, a la que se le añade un componente adicional, y el servidor es un sitio web con gestión de usuarios y de información, que permite a los investigadores consultar, visualizar y descargar en tiempo real la información de sus experimentos.\nPara probar este sistema se han desarrollado dos aplicaciones distintas de Realidad Virtual, diseñadas para el casco Oculus Rift y el reconocedor de manos Leap Motion. La primera consiste en un pequeño puzle cuya resolución requiere manipular piezas de colores en un tablero. El objetivo es recolocar las piezas según las reglas del juego, usando las manos simplemente a modo de “puntero”. La segunda es un escenario de un videojuego tipo “sala de escape” donde, además de interactuar con objetos de distintas formas, el jugador tendrá que usar gestos manuales para moverse libremente en el entorno virtual.\nLas pruebas realizadas con ambas aplicaciones confirman que el sistema Haptic Analytics es plenamente funcional, ya que permite recolectar y enviar al sitio web gran cantidad de datos que más tarde pueden ser agregados y convertidos en tablas y gráficas estadísticas de manera automática. Los resultados obtenidos apuntan a que esta puede ser una herramienta muy útil para llevar a cabo futuras investigaciones en el campo de la Realidad Virtual de manera más ágil y eficaz."},{"title":"Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final","type":"journal","authors":[{"first_name":"José Javier","last_name":"Cortés Tejada"},{"first_name":"José Javier","last_name":"Cortés Tejada"}],"year":2020,"keywords":["Informática"],"id":"5f4a0566-309b-3954-96e6-0e0175a8bd96","created":"2021-11-18T15:51:09.110Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:51:51.510Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La industria del videojuego ha crecido exponencialmente en los últimos años. Como consecuencia de esta evolución, los entornos de desarrollo se han convertido en herramientas cada vez más complejas centradas en las características comunes de los videojuegos comerciales modernos.\nEste fenómeno ha propiciado la aparición de herramientas que no requieren conocimientos técnicos para que los usuarios las usen, haciendo el desarrollo de videojuegos accesible a todo el mundo. Debido al alto interés en este tipo de software hemos decidido desarrollar TRPG Maker, una herramienta intuitiva y autocontenida enfocada en el desarrollo de un género concreto de videojuegos para el usuario final.\nEl diseño de esta aplicación se centra en facilitar la creación de videojuegos de rol táctico a aquellos usuarios sin conocimientos de programación o sin interés en la parte técnica del desarrollo de videojuegos.\nJunto con el desarrollo de la herramienta hemos llevado a cabo un proceso de diseño y desarrollo basándonos en los principios de desarrollo para el usuario final y hemos realizado una primera validación experimental con usuarios reales para determinar el grado de utilidad y comodidad del prototipo, así como para detectar fallos y descubrir posibles mejoras para esta herramienta. Por último, la realimentación obtenida ha sido usado para crear una versión del producto más completa, comparable en rasgos generales con herramientas similares que encontramos en el mercado, se ha publicado y puesto a disposición de la comunidad para su uso gratuito."},{"title":"Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual","type":"journal","authors":[{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"},{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"}],"year":2020,"keywords":["Informática"],"id":"80132bd9-d3a0-3bb5-8a26-1ed59cb719ea","created":"2021-11-18T15:50:25.828Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:50:40.415Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El año 2016 supuso la reaparición de una ola de productos de Realidad Virtual a la que se unirían grandes empresas como Facebook, Sony o HTC y que pondría énfasis en las aplicaciones para la industria del entretenimiento. Desde entonces se suceden los avances tecnológicos, de accesibilidad y de jugabilidad que tratan de ser explotados en el mundo del videojuego comercial.\nLas nuevas tecnologías permiten hoy alcanzar un nivel de inmersión aún mayor que el de los videojuegos convencionales. Para aprovecharlo, debemos mantener la sensación de presencia durante toda la experiencia. En particular, algo que el jugador desea es poder interactuar con los personajes del juego, que sean percibidos como entes inteligentes, atentos y reactivos antes nuestras acciones y nuestra presencia, lo cual es raro de encontrar en los videojuegos actuales. Para crear este tipo de personajes es clave el uso de técnicas de Inteligencia Artificial.\nEl objetivo de este proyecto es construir una herramienta para Unity que facilite el diseño y desarrollo de personajes sociales mediante la definición de un conjunto de eventos básicos ante los que el personaje debe ser capaz de dar respuesta, y permitiendo su extensibilidad a todo tipo de comportamientos específicos de un título concreto.\nEl análisis y diseño de los objetivos propuestos concluyó en el paquete de tareas y comportamientos para personajes no jugables denominado Social Presence VR. Además, su eficacia ha sido comprobada mediante test A/B con usuarios. La herramienta es gratuita y se encuentra disponible en la plataforma GitHub."},{"title":"Formación de instructores de simuladores de vuelo basada en escenarios virtuales de entrenamiento","type":"journal","authors":[{"first_name":"Alfredo","last_name":"Hernández Burgos"},{"first_name":"Alfredo","last_name":"Hernández Burgos"}],"year":2020,"keywords":["Informática"],"id":"da64548a-1203-3e53-a71d-963d95c05e0f","created":"2021-11-18T15:50:03.592Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:50:10.000Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"A pesar de todas las mejoras tecnológicas que existen en el sector aeronáutico, la mayoría de los accidentes se deben a factores humanos. (Kharoufah, Murray, Baxter, y Wild, 2018).\nPor eso estos últimos años, la Organización Internacional de Aviación Civil (ICAO) viene impulsando un paradigma que integre todo tipo de competencias en el rendimiento de la tripulación, tanto técnicas como no técnicas. Se busca que el entrenamiento en cada sesión sea específico para las necesidades de formación de cada piloto, todo en base a los datos obtenidos tanto en operaciones reales como de entrenamiento. This alternative paradigm ismcalled Evidence-Based Training (EBT) (ICAO, 2013).\nUna parte fundamental en los escenarios de entrenamiento es el uso de simulador de vuelo. En estos simuladores al piloto se le somete a situaciones específicamente diseñadas para poner a prueba sus competencias. El diseño de estos escenarios suele corresponder al instructor, que muchas veces disponen de poco tiempo para elaborar nuevo material y reutilizan el viejo, y a pesar de ser un elemento tan crítico en la formación de pilotaje de aeronaves, lo cierto es que este trabajo de los instructores no está regulado ni vigilado convenientemente.\nNuestra propuesta consiste en estudiar la posibilidad de crear una aplicación informática educativa para instructores vuelo, de tal forma que estos se puedan enfrentar a situaciones similares a las que ocurren en el mundo real pero sin riesgos ni costes reales, de manera que puedan mejorar sus habilidades en un entorno controlado. Esta aplicación estaría enfocada al campo de la aviación, pudiéndose utilizar en docencia o formación del sector aeroespacial para mejorar los conocimientos o habilidades de los instructores o candidato a instructores de pilotos.\nComo resultado de este estudio proponemos el diseño de este “simulador de instructores de vuelo”, de manera que los usuarios se puedan poner en el papel de un instructor y puedan seleccionar a un piloto ficticio para entrenarlo en las competencias que necesite mejorar este, utilizando para ello un escenario de entrenamiento que también podrá seleccionar e incluso configurar. Posteriormente dicho usuario deberá evaluar la actuación que ha tenido el piloto en el escenario propuesto y acabara recibiendo un informe sobre su labor como instructor y evaluador de pilotos.\nPara llevar a cabo este proyecto se investigaron diferentes simuladores de vuelo, para conocer que experiencia ofrecían y que información mostraban, pues aunque no se trataba de desarrollar un simulador de vuelo el sistema propuesto era similar y se fundamentaba sobre los mismos conocimientos (eventos que pueden ocurrir durante el vuelo, competencias de los pilotos que deben entrenarse y son susceptibles de evaluación, etc.). Lo primero que se hizo a continuación fue hacer bocetos y esquemas en papel, para inmediatamente después trabajar con Balsamiq en las primeras maquetas cuya facilidad de uso pudiese probarse.\nUna vez que los conceptos estaban claros y no había grandes incógnitas, el siguiente paso fue empezar a trabajar directamente en un prototipo funcional en Unreal Engine donde se añadieron características que inicialmente no estaban planteadas. Este proceso iterativo de mejora continuó hasta llegar al diseño final que hemos querido poner a prueba para verificar la utilidad de la aplicación y considerar posibles modificaciones, puliendo detalles según el criterio de evaluadores de la herramienta expertos en el sector aeroespacial."},{"title":"Retos para diseñar una metodología para el estudio de la historia del videojuego en España","type":"journal","authors":[{"first_name":"Jaume","last_name":"Esteve"},{"first_name":"Federico","last_name":"Peinado"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/V1I2.35"},"pages":"181-195","volume":"1","issue":"2","month":12,"publisher":"Communication and Methods","day":24,"id":"ea7ab319-2cce-380e-b107-ae0b3a8b3715","created":"2021-11-18T15:49:50.207Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:49:51.102Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El estudio de la historia del videojuego en España cuenta con diversos problemas a la hora de enfrentarnos a él. La ausencia de datos tanto de empresas productoras ya desaparecidas como en activo, así como la falta de registros centralizados a través de los organismos que representan y aglutinan al sector (AEVI y DEV) obligan a que este estudio deba apoyarse a menudo en fuentes de transmisión oral, con lo que ello implica en cuanto a inexactitudes y carencia de información veraz y contrastada. Tras más de una década de trabajo sobre esta materia realizando entrevistas y recopilando datos, consideramos haber identificado los retos principales a los que se enfrenta el sector y ser capaces de proponer una serie de medidas que sería pertinente poner en marcha para allanar el camino a la realización de estudios e investigaciones más rigurosas y de mayor calado sobre la historia del entretenimiento interactivo."},{"title":"Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine","type":"journal","authors":[{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"},{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"}],"year":2020,"keywords":["Informática"],"id":"fd3ae7ef-b7bf-3388-863a-90b2150eca0b","created":"2021-11-18T15:49:41.378Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:50:15.656Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La inteligencia artificial es uno de los pilares fundamentales sobre los que se ha asentado la industria de los videojuegos. Por este motivo, gran parte de los recursos empleados en el desarrollo de un videojuego son destinados al ámbito relacionado con la simulación de inteligencia y, especialmente, a mejorar el comportamiento de los personajes no jugadores. \nSin embargo, no todos los estudios disponen de los mismos medios para hacer frente a los costes asociados al desarrollo de inteligencia artificial. Esto provoca que las pequeñas compañías o desarrolladores independientes tengan que recurrir en muchas ocasiones a obtener recursos a través de tiendas de contenidos. El problema surge con la falta de recursos de calidad relacionados con inteligencia artificial en dichas tiendas. \nPara solucionar este problema, hemos creado una herramienta para Unreal Engine que permite llevar a cabo la planificación automática, bajo una arquitectura GOAP, del comportamiento en personajes no jugadores de una manera sencilla. Esta herramienta ha sido desarrollada como code plugin, lo que permite que sea incluida fácilmente en cualquier proyecto, y se ha publicado en la tienda de recursos de Unreal Engine, para hacerla más accesible a cualquier desarrollador."},{"title":"Retos para diseñar una metodología para el estudio de la historia del videojuego en España","type":"journal","authors":[{"first_name":"Jaume","last_name":"Esteve"},{"first_name":"Federico","last_name":"Peinado"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/V1I2.35"},"pages":"181-195","volume":"1","issue":"2","month":12,"publisher":"Communication and Methods","day":24,"id":"f41609ff-2009-3423-b523-b17fa2981b66","created":"2021-11-18T15:49:33.583Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:49:33.790Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El estudio de la historia del videojuego en España cuenta con diversos problemas a la hora de enfrentarnos a él. La ausencia de datos tanto de empresas productoras ya desaparecidas como en activo, así como la falta de registros centralizados a través de los organismos que representan y aglutinan al sector (AEVI y DEV) obligan a que este estudio deba apoyarse a menudo en fuentes de transmisión oral, con lo que ello implica en cuanto a inexactitudes y carencia de información veraz y contrastada. Tras más de una década de trabajo sobre esta materia realizando entrevistas y recopilando datos, consideramos haber identificado los retos principales a los que se enfrenta el sector y ser capaces de proponer una serie de medidas que sería pertinente poner en marcha para allanar el camino a la realización de estudios e investigaciones más rigurosas y de mayor calado sobre la historia del entretenimiento interactivo."},{"title":"Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos","type":"journal","authors":[{"first_name":"Jorge","last_name":"Osorio González"},{"first_name":"Federico","last_name":"Peinado Gil"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/V1I2.26"},"pages":"63-76","volume":"1","issue":"2","month":12,"publisher":"Communication and Methods","day":18,"id":"d238bc7a-cd77-332f-9822-feaca5a0eebf","created":"2021-11-18T15:47:16.527Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:47:47.450Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El presente artículo pretende desarrollar una metodología utilizada para el análisis comunicativo basada en la psicología motivacional. Se centra en desgranar la estructura conductual localizando los factores que pudieran influir sobre el discurso. Es una metodología de carácter cualitativo compuesta por métodos conocidos como la encuesta y la entrevista en profundidad. la innovación se centra en el análisis de datos utilizando una herramienta metodológica denominada protocolo de análisis motivacional. Este protocolo extrae elementos pertenecientes a la Teoría de la Autodeterminación desarrollada por Ryan & Deci (2000) la cual fue adaptada para el análisis del discurso recogido mediante entrevistas en profundidad. Dicha herramienta está compuesta por cinco partes o fases: Localización de palabras clave, análisis de la necesidad predominante, Análisis del grado de interiorización motivacional y análisis de los factores de influencia derivados del análisis. Tras su aplicación detectamos redundancias en las palabras clave que sirven como indicios para localizar determinados tipos de conducta. Presentamos una estandarización de estos términos como muestra para la creación de una metodología que nos permita analizar grandes volúmenes de información en busca de conductas concretas para de ese modo poder planificar así como optimizar la comunicación hacia perfiles determinados. Si conocemos las motivaciones del interlocutor, el refinamiento del discurso dirigido al mismo aumentará pudiendo generar comunicaciones más eficaces que mantengan la atención y presenten las ideas o informaciones a transmitir con mayor precisión."},{"title":"Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual","type":"journal","authors":[{"first_name":"Jorge","last_name":"Algaba Aranda"},{"first_name":"Manuel","last_name":"Hernández Nájera-Alesón"},{"first_name":"Jorge","last_name":"Algaba Aranda"},{"first_name":"Manuel","last_name":"Hernández Nájera-Alesón"}],"year":2019,"keywords":["Informática"],"id":"24c8a8e2-e7cb-3f4e-ab1b-4f8d8a55c3d2","created":"2021-11-18T15:46:20.609Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:46:24.159Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La comunicación es una de las capacidades fundamentales del ser humano, importante en prácticamente cualquier faceta de nuestra vida personal y laboral. Si queremos convencer a otros de nuestras ideas o venderles un producto o servicio, no sólo es importante el contenido del mensaje sino también el modo en que este se transmite. Para entrenar habilidades sociales como esta disponemos hoy día de una tecnología que nos permite simular situaciones reales como nunca antes ha sido posible. Esta tecnología son los nuevos dispositivos y aplicaciones de Realidad Virtual.\nEl objetivo de este trabajo es simular mediante dicha tecnología la presentación oral de un discurso breve ante el público. El sistema a desarrollar no sólo deberá realizar esta simulación sino que deberá analizar y evaluar de manera cuantitativa la confianza y capacidad de hablar en público que tiene el usuario, validando estos resultados mediante comparación con los del test estandarizado Personal Report of Confidence as a Speaker (PRCS).\nUtilizando Unity, Python y otras herramientas, hemos desarrollado esta aplicación de simulación, estudio y medición de datos en Realidad Virtual. Concretamente hemos reproducido una sala de reuniones donde se sitúa el jugador, en el papel de un desarrollador independiente de videojuegos, frente a tres personajes que representan editores de la industria del videojuego, y teniendo que dar un discurso breve (o pitch) para convencerles de que financien su próximo proyecto.\nDurante un breve lapso de tiempo (1 minuto), y gracias al casco y los controladores manuales de Realidad Virtual, se miden algunas características del discurso que ejecuta el usuario: sonoridad, emociones presentes en su tono de voz, movimiento de las manos y tiempo de contacto visual entre el usuario y su público.\nLos experimentos realizados para validar el sistema comienzan siempre con una introducción al entorno virtual, a lo que sigue la realización del discurso libre y que finaliza con la contestación del usuario a las preguntas del test PRCS.\nApoyándonos en las medidas obtenidas de un reducido conjunto de usuarios, hemos diseñado una primera fórmula que trata de predecir de manera heurística el resultado que va a obtener un usuario en el PRCS en base a los resultados obtenidos en la simulación.\nComo conclusión, creemos que este ejercicio de desarrollo, obtención de datos, análisis y representación visual e interpretación de los mismos, puede ser de utilidad para futuras investigaciones tanto en el campo de la Realidad Virtual como en el entrenamiento de habilidades como la comunicación oral."},{"title":"Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity","type":"journal","authors":[{"first_name":"Jaime María","last_name":"Bas Domínguez"},{"first_name":"Álvaro","last_name":"Cuevas Álvarez"},{"first_name":"Alejandro","last_name":"García Montero"},{"first_name":"Juan","last_name":"Gómez-Martinho González"},{"first_name":"Irene","last_name":"González Velasco"},{"first_name":"Jaime María","last_name":"Bas Domínguez"},{"first_name":"Álvaro","last_name":"Cuevas Álvarez"},{"first_name":"Alejandro","last_name":"García Montero"},{"first_name":"Juan","last_name":"Gómez-Martinho González"},{"first_name":"Irene","last_name":"González Velasco"}],"year":2019,"keywords":["Informática"],"id":"60551238-c239-3f98-946f-4325a7aaec5f","created":"2021-11-18T15:46:08.230Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:46:08.430Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Si bien existen multitud de aproximaciones técnicas para desarrollar Inteligencia Artificial, la simulación de personajes con comportamiento realista sigue siendo un gran reto para los desarrolladores de videojuegos, sobre todo si se quieren evitar inabarcables máquinas de estados o árboles de comportamiento.\nDesde el punto de vista del diseñador, sería más sencillo olvidarse de predecir y programar todas las situaciones posibles y diseñar en torno a tres aspectos fundamentales de cada personaje: qué es lo que cree sobre su entorno, qué metas desea alcanzar y cuáles son sus intenciones más inmediatas, representadas en forma de planes de actuación. Trabajar bajo este paradigma podría dar lugar a videojuegos dotados de una narrativa emergente con gran potencial.\nBasándonos en dos Trabajos de Fin de Grado anteriores, tomamos como referencia para este proyecto a Jason, el intérprete más popular para implementar sistemas multiagente basados en el modelo de Creencias, Deseos e Intenciones (BDI) implementado en Java y apoyado en el lenguaje declarativo AgentSpeak. Hasta ahora, lo máximo que han logrado otros proyectos es usar Jason como un servidor externo de razonamiento para los agentes, pero esto sigue suponiendo muchos problemas para el programador, como son los tediosos protocolos de comunicación vía sockets, o el manejo, ejecución y depuración de varios entornos de desarrollo simultáneos.\nEl objetivo de nuestro proyecto es agilizar todo el trabajo del programador, permitiendo a la vez diseñar personajes más “humanos” con menor esfuerzo, buscando generar experiencias interactivas más ricas e interesantes. Para ello este trabajo pretende llevar las ideas de Jason a un sistema interno al propio videojuego, con una arquitectura BDI implementada en C# e integrada dentro del entorno de desarrollo de Unity.\nSe ha llevado a cabo el análisis y la reingeniería de Jason, así como el posterior diseño e implementación de “Jasonity”, un sistema multiagente BDI para Unity inspirado en Jason, comprobando mediante pruebas de integridad que el planteamiento es viable como propuesta para programar agentes sencillos, útiles para dar soporte al comportamiento de personajes de videojuegos y de uso más fácil y natural para el programador."},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity","type":"journal","authors":[{"first_name":"Sergio","last_name":"González Jiménez"},{"first_name":"Sergio","last_name":"González Jiménez"}],"year":2018,"keywords":["Informática"],"id":"e688ca23-ba4c-35e2-a0ef-ba6d4b3ef010","created":"2021-11-18T15:45:57.309Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:46:00.904Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Los videojuegos siempre han querido incorporar personajes autónomos como parte de sus mundos de ficción. El problema de la IA en personajes de videojuego no es tanto el ser avanzada sino que requiere credibilidad, y ser suficientemente expresiva como para que el jugador “entienda” lo que hace el personaje. Un modelo interesante de IA es el que considera lo que el personaje cree saber sobre el mundo, los deseos que tiene y las intenciones que es capaz de desarrollar para satisfacerlos en forma de planes.\nUsar técnicas simbólicas de IA y herramientas pensadas para la depuración de sistemas multiagente con este tipo de arquitecturas puede ayudar a desarrollar y convencer a la industria de que es posible tener personajes inteligentes y capaces de “explicar” sus comportamientos.\nCon el fin de explorar nuevas tecnologías para crear personajes en videojuegos, se propone utilizar el modelo de Creencias-Deseos-Intenciones y una combinación de plataformas (Unity como entorno de desarrollo de videojuegos, y Jason como plataformas para desarrollar y depurar sistemas multiagente BDI) para conseguir personajes inteligentes.\nSe propone para ello un conector UniJason, basado en otro TFG (Sánchez-López, Romero, y Martín-Solís, 2016), con un protocolo mejor definido de mensajes que se intercambian de manera bidireccional, y un diseño genérico aplicable a cualquier tipo de videojuego.\nPara probar este sistema se ha desarrollado un videojuego, Miners of the Broken Planet (en homenaje a la superproducción española de Mercurysteam, Raiders of the Broken Planet). En éste, el jugador puede manejar a distintos personajes, cada uno con un rol, tareas y personalidad diferentes.\nLas pruebas con usuarios reales realizadas confirman que el conector funciona, y que el juego también es comprensible para las personas que lo juegan."},{"title":"Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos","type":"journal","authors":[{"first_name":"Marcelino","last_name":"Pérez Durán"},{"first_name":"Juan José","last_name":"Prieto Escolar"},{"first_name":"Marcelino","last_name":"Pérez Durán"},{"first_name":"Juan José","last_name":"Prieto Escolar"}],"year":2018,"keywords":["Informática"],"id":"9290d7cd-a7d0-3f10-b937-9a9b6415e202","created":"2021-11-18T15:45:41.237Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:45:47.043Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"En los últimos años no ha dejado de aumentar la producción de videojuegos desarrollados tanto de grandes productoras como de estudios independientes para todo tipo de plataformas Debido al gran volumen de lanzamientos, para ser competitivo y sobrevivir en este mercado es fundamental disponer de herramientas que permitan crear videojuegos multiplataforma de gran calidad y sin asumir unos costes elevados, ni en tiempo, ni en esfuerzo de desarrollo. Es cierto que existen entornos de desarrollo y herramientas muy consolidadas para crear títulos de los géneros más trabajados, como los juegos de plataformas o de disparos en primera persona, pero no ocurre lo mismo en otros géneros más complejos de abordar, como los juegos de rol, donde las herramientas escasean o son más limitadas.\nLos juegos de rol se dividen a su vez en diversos subgéneros, siendo el juego de rol táctico o TRPG (del inglés Tactical Role-Playing Game) uno de los más afectados en cuanto a carencia de herramientas de autoría modernas orientadas a la producción multiplataforma. Este subgénero se caracteriza por estructurar sus movimientos y acciones tácticas por turnos, y también por estructurar el escenario mediante casillas, a menudo ofreciendo una perspectiva isométrica del mismo.\nEl objetivo de este proyecto es crear una herramienta de autoría para juegos de género TRPG sobre Unity, dado que es el entorno de desarrollo de videojuegos más popular en la actualidad. El proyecto toma como comienzo el prototipo de una herramienta anterior, que será sometida a revisión y análisis, atendiendo a los principios de la Ingeniería del Software para dar lugar a una primera versión oficial llamada TRPG Maker. Mientras que existe la necesidad del desarrollo por completo de un motor RPG táctico que maneje los diferentes aspectos de un juego RPG, el apartado gráfico se sustentará en la herramienta IsoUnity, que se conectará con la herramienta TRPG y proporcionará la gestión de escenarios, personajes y animaciones.\nLas pruebas y análisis del software existente concluyeron en la necesidad de una reimplementación casi en su totalidad del código. Con esta primera versión oficial se ha pasado de una prueba de concepto a una herramienta más estable y cercana a su explotación en proyectos reales de producción de videojuegos. No sólo se ha replanteado el diseño, reconstruido la arquitectura software, y reimplementado todo el código fuente desde cero para que el proyecto sea más mantenible y ampliable, sino que además el proyecto cuenta con una demostración de las funcionalidades fundamentales de la gestión de la base de datos y el combate por turnos. Actualmente la herramienta de autoría TRPG Maker se encuentra disponible de forma íntegra, libre y gratuita en la plataforma GitHub."},{"title":"Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción","type":"journal","authors":[{"first_name":"Víctor","last_name":"García Rodríguez"},{"first_name":"Jesús","last_name":"Menéndez Montejo"},{"first_name":"Víctor","last_name":"García Rodríguez"},{"first_name":"Jesús","last_name":"Menéndez Montejo"}],"year":2018,"keywords":["Informática"],"id":"7f920ce0-56ca-3054-8beb-fc482de0e05f","created":"2021-11-18T15:45:30.690Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:45:31.132Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Crear juegos es a menudo un trabajo complejo que requiere capacidad de abstracción, análisis y meticulosidad. Hoy día el diseño de juegos es una disciplina académica que se imparte y se investiga en universidades de todo el mundo. En el caso concreto de los videojuegos multijugador de deducción, este trabajo se convierte en todo un desafío.\nEste proyecto trata de simplificar la creación e investigación en este tipo de videojuegos proponiendo una herramienta de asistencia para los diseñadores profesionales y para los académicos, que incluso permitirá conectar bots, también llamados jugadores virtuales, en un futuro a través de su API.\nEl objetivo principal es el desarrollo de esta plataforma informática en Unity, DeductionLab, que deberá ser altamente configurable. Como parte de los objetivos está también la creación de un juego de ejemplo, llamado MiceMaze, que ilustra la capacidad de la plataforma para realizar experimentos de forma cómoda y rápida.\nEn el trabajo se estudia el mercado de los juegos, digitales o no, pertenecientes al género de los detectives, la lógica y la deducción. Para el desarrollo del software se utiliza una metodología ágil inspirada en Scrum, con reuniones de seguimiento de todo el equipo cada dos semanas, así como unas herramientas adecuadas tanto para implementar como para gestionar el proyecto.\nComo validación se realizan dos sesiones de prueba con usuarios reales. Esta realimentación permite corregir el enfoque del trabajo y sobre todo mejorar el funcionamiento de la herramienta. El curso académico se ha dividido en tres grandes hitos en los que presentar el trabajo realizado y dejar que sea discutido y evaluado por los miembros del equipo.\nComo conclusión se ha obtenido una primera versión estable de esta plataforma, gratuita y de código libre, que ayudará a todo aquel interesado en explorar el videojuegos multijugador de deducción."},{"title":"Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques","type":"journal","authors":[{"first_name":"Javier","last_name":"Druet Honrubia"},{"first_name":"Luis Alfonso","last_name":"González de la Calzada"},{"first_name":"Javier","last_name":"Druet Honrubia"},{"first_name":"Luis Alfonso","last_name":"González de la Calzada"}],"year":2017,"keywords":["Inteligencia artificial"],"id":"c34a1b10-19ff-304b-8aae-bb9ab727cfac","created":"2021-11-18T15:45:15.069Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:45:16.814Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Gracias al avance de la tecnología y a una mayor disponibilidad de las herramientas, en estos últimos años hemos visto aparecer un gran número de proyectos de videojuegos desarrollados por estudios independientes. Algunos géneros tradicionales, como los juegos de plataformas o los de disparos en primera persona, cuentan con entornos de desarrollo específicos y muy potentes, que permiten prototipar ideas en cuestión de horas. Sin embargo, otros géneros de mayor variabilidad, como el de los juegos de rol, no cuentan con herramientas tan maduras y estables dentro de los motores de videojuegos de última generación.\nCon el objetivo de ayudar a estos creadores independientes que desean desarrollar videojuegos de este género, se ha extendido una herramienta preexistente llamada IsoUnity, pensada para crear escenarios isométricos compuestos por bloques. Este proyecto amplía su funcionalidad, tanto a nivel de código como de herramientas de edición, para que se puedan crear con facilidad juegos de rol táctico con movimiento, combate por turnos y vista en perspectiva isométrica, al estilo de clásicos como Final Fantasy Tactics.\nCon el objetivo de ofrecer a los usuarios una herramienta actual y versátil, se han estudiado y analizado un conjunto representativo de juegos del sector y en base a ese estudio se ha desarrollado el proyecto tratando de incorporar la mayoría de elementos comunes a todos, siguiendo una metodología clásica de análisis, diseño, implementación y prueba que ha dado lugar a un prototipo plenamente funcional que ilustra las posibilidades de esta herramienta. Actualmente el prototipo está en su primera versión (v 1.0), pero se estudia y ofrece la continua mejora de éste.\nEste prototipo en su primera versión oficial ofrece las características más destacadas del conjunto de juegos estudiados haciendo hincapié en el sistema de turnos, la creación de personajes y habilidades y el movimiento de personajes basado en celdas desarrollado en IsoUnity."},{"title":"Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos","type":"journal","authors":[{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"},{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"}],"year":2017,"keywords":["Sistemas expertos","Software"],"id":"a18d0e6e-12f5-3921-9c8c-6952346e81c8","created":"2021-11-18T15:44:59.639Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:45:35.344Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"A lo largo de 2016 se ha lanzado al mercado una nueva generación de cascos de Realidad Virtual. Esto ha supuesto un renacer de la inversión y el interés por los dispositivos y aplicaciones relacionados con este campo, desde los sencillos visores para teléfonos móviles, hasta las aparatosas yincanas físicas con visores y controladores hápticos, pasando por los populares vídeos esféricos, en vista onmidireccional de 360 grados. \nLas productoras de contenidos digitales buscan aplicar experiencias novedosas de Realidad Virtual en ámbitos como el Entretenimiento, la Publicidad y la Comunicación. Por ello, creadores e investigadores necesitan conocer en profundidad la manera en que los usuarios interactúan con estas aplicaciones. Sin duda, disponer de información objetiva y exhaustiva sobre este comportamiento, permite mejorar el software, potenciando o restringiendo distintos aspectos de la experiencia según su relevancia para los usuarios reales. Cuanto más conocimiento se adquiera durante las pruebas, mayor será la calidad del resultado final.\n El objetivo de este proyecto es dar soporte a la investigación del comportamiento real de los usuarios en aplicaciones avanzadas de Realidad Virtual. La propuesta consiste en el desarrollo de un sistema informático, Haptic Analytics, que sirve como herramienta de recolección y análisis de datos de la experiencia de usuario en aplicaciones que realizan seguimiento del movimiento del visor y seguimiento de posición y reconocimiento gestual de las manos. Dicho sistema cuenta con una arquitectura cliente-servidor donde el cliente es la propia aplicación objeto de estudio, a la que se le añade un componente adicional, y el servidor es un sitio web con gestión de usuarios y de información, que permite a los investigadores consultar, visualizar y descargar en tiempo real la información de sus experimentos.\nPara probar este sistema se han desarrollado dos aplicaciones distintas de Realidad Virtual, diseñadas para el casco Oculus Rift y el reconocedor de manos Leap Motion. La primera consiste en un pequeño puzle cuya resolución requiere manipular piezas de colores en un tablero. El objetivo es recolocar las piezas según las reglas del juego, usando las manos simplemente a modo de “puntero”. La segunda es un escenario de un videojuego tipo “sala de escape” donde, además de interactuar con objetos de distintas formas, el jugador tendrá que usar gestos manuales para moverse libremente en el entorno virtual.\nLas pruebas realizadas con ambas aplicaciones confirman que el sistema Haptic Analytics es plenamente funcional, ya que permite recolectar y enviar al sitio web gran cantidad de datos que más tarde pueden ser agregados y convertidos en tablas y gráficas estadísticas de manera automática. Los resultados obtenidos apuntan a que esta puede ser una herramienta muy útil para llevar a cabo futuras investigaciones en el campo de la Realidad Virtual de manera más ágil y eficaz."},{"title":"Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos Development of a client-server application for the analysis of user experiences in virtual reality with visor movement tracking and hand signal recognition - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/id/eprint/44685/"],"id":"c3fa9967-3694-3b4c-ad0f-7145275476bf","created":"2021-11-18T15:44:59.636Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:44:59.823Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos","type":"journal","authors":[{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"},{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"}],"year":2017,"keywords":["Sistemas expertos","Software"],"id":"366f5a3e-b03b-3089-95a0-3cef9d532b16","created":"2021-11-18T15:44:12.437Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:44:56.668Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"A lo largo de 2016 se ha lanzado al mercado una nueva generación de cascos de Realidad Virtual. Esto ha supuesto un renacer de la inversión y el interés por los dispositivos y aplicaciones relacionados con este campo, desde los sencillos visores para teléfonos móviles, hasta las aparatosas yincanas físicas con visores y controladores hápticos, pasando por los populares vídeos esféricos, en vista onmidireccional de 360 grados. \nLas productoras de contenidos digitales buscan aplicar experiencias novedosas de Realidad Virtual en ámbitos como el Entretenimiento, la Publicidad y la Comunicación. Por ello, creadores e investigadores necesitan conocer en profundidad la manera en que los usuarios interactúan con estas aplicaciones. Sin duda, disponer de información objetiva y exhaustiva sobre este comportamiento, permite mejorar el software, potenciando o restringiendo distintos aspectos de la experiencia según su relevancia para los usuarios reales. Cuanto más conocimiento se adquiera durante las pruebas, mayor será la calidad del resultado final.\n El objetivo de este proyecto es dar soporte a la investigación del comportamiento real de los usuarios en aplicaciones avanzadas de Realidad Virtual. La propuesta consiste en el desarrollo de un sistema informático, Haptic Analytics, que sirve como herramienta de recolección y análisis de datos de la experiencia de usuario en aplicaciones que realizan seguimiento del movimiento del visor y seguimiento de posición y reconocimiento gestual de las manos. Dicho sistema cuenta con una arquitectura cliente-servidor donde el cliente es la propia aplicación objeto de estudio, a la que se le añade un componente adicional, y el servidor es un sitio web con gestión de usuarios y de información, que permite a los investigadores consultar, visualizar y descargar en tiempo real la información de sus experimentos.\nPara probar este sistema se han desarrollado dos aplicaciones distintas de Realidad Virtual, diseñadas para el casco Oculus Rift y el reconocedor de manos Leap Motion. La primera consiste en un pequeño puzle cuya resolución requiere manipular piezas de colores en un tablero. El objetivo es recolocar las piezas según las reglas del juego, usando las manos simplemente a modo de “puntero”. La segunda es un escenario de un videojuego tipo “sala de escape” donde, además de interactuar con objetos de distintas formas, el jugador tendrá que usar gestos manuales para moverse libremente en el entorno virtual.\nLas pruebas realizadas con ambas aplicaciones confirman que el sistema Haptic Analytics es plenamente funcional, ya que permite recolectar y enviar al sitio web gran cantidad de datos que más tarde pueden ser agregados y convertidos en tablas y gráficas estadísticas de manera automática. Los resultados obtenidos apuntan a que esta puede ser una herramienta muy útil para llevar a cabo futuras investigaciones en el campo de la Realidad Virtual de manera más ágil y eficaz."},{"title":"Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos","type":"journal","authors":[{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"},{"first_name":"Pablo","last_name":"Díez de la Puente"},{"first_name":"David","last_name":"Valdivia Martínez"},{"first_name":"Sheng","last_name":"Zhu"}],"year":2017,"keywords":["Sistemas expertos","Software"],"id":"5b37ad49-fead-3c95-bb79-a9673cd26924","created":"2021-11-18T15:43:55.638Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:43:59.171Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"A lo largo de 2016 se ha lanzado al mercado una nueva generación de cascos de Realidad Virtual. Esto ha supuesto un renacer de la inversión y el interés por los dispositivos y aplicaciones relacionados con este campo, desde los sencillos visores para teléfonos móviles, hasta las aparatosas yincanas físicas con visores y controladores hápticos, pasando por los populares vídeos esféricos, en vista onmidireccional de 360 grados. \nLas productoras de contenidos digitales buscan aplicar experiencias novedosas de Realidad Virtual en ámbitos como el Entretenimiento, la Publicidad y la Comunicación. Por ello, creadores e investigadores necesitan conocer en profundidad la manera en que los usuarios interactúan con estas aplicaciones. Sin duda, disponer de información objetiva y exhaustiva sobre este comportamiento, permite mejorar el software, potenciando o restringiendo distintos aspectos de la experiencia según su relevancia para los usuarios reales. Cuanto más conocimiento se adquiera durante las pruebas, mayor será la calidad del resultado final.\n El objetivo de este proyecto es dar soporte a la investigación del comportamiento real de los usuarios en aplicaciones avanzadas de Realidad Virtual. La propuesta consiste en el desarrollo de un sistema informático, Haptic Analytics, que sirve como herramienta de recolección y análisis de datos de la experiencia de usuario en aplicaciones que realizan seguimiento del movimiento del visor y seguimiento de posición y reconocimiento gestual de las manos. Dicho sistema cuenta con una arquitectura cliente-servidor donde el cliente es la propia aplicación objeto de estudio, a la que se le añade un componente adicional, y el servidor es un sitio web con gestión de usuarios y de información, que permite a los investigadores consultar, visualizar y descargar en tiempo real la información de sus experimentos.\nPara probar este sistema se han desarrollado dos aplicaciones distintas de Realidad Virtual, diseñadas para el casco Oculus Rift y el reconocedor de manos Leap Motion. La primera consiste en un pequeño puzle cuya resolución requiere manipular piezas de colores en un tablero. El objetivo es recolocar las piezas según las reglas del juego, usando las manos simplemente a modo de “puntero”. La segunda es un escenario de un videojuego tipo “sala de escape” donde, además de interactuar con objetos de distintas formas, el jugador tendrá que usar gestos manuales para moverse libremente en el entorno virtual.\nLas pruebas realizadas con ambas aplicaciones confirman que el sistema Haptic Analytics es plenamente funcional, ya que permite recolectar y enviar al sitio web gran cantidad de datos que más tarde pueden ser agregados y convertidos en tablas y gráficas estadísticas de manera automática. Los resultados obtenidos apuntan a que esta puede ser una herramienta muy útil para llevar a cabo futuras investigaciones en el campo de la Realidad Virtual de manera más ágil y eficaz."},{"title":"Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención","type":"journal","authors":[{"first_name":"Alejandro","last_name":"Sánchez López"},{"first_name":"Fernando","last_name":"Romero de la Morena"},{"first_name":"Hector","last_name":"Martín Solís"},{"first_name":"Alejandro","last_name":"Sánchez López"},{"first_name":"Fernando","last_name":"Romero de la Morena"},{"first_name":"Hector","last_name":"Martín Solís"}],"year":2016,"keywords":["Inteligencia artificial","Sistemas expertos"],"id":"8a516828-d6ae-3641-adfb-f4dca780de8b","created":"2021-11-18T15:43:28.963Z","accessed":"2021-11-18","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-11-18T15:43:31.607Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La industria del videojuego ha avanzado a grandes pasos durante los últimos años respecto a la creación de \"inteligencia artificial\" para sus personajes, afirmando siempre que la utilizan para dotar de realismo y credibilidad a sus personajes. Sin embargo este concepto ha variado sustancialmente año tras año, y aún hoy, la inteligencia que encontramos en los personajes está lejos de lo que uno podría esperar de ello, incluso lejos de lo ya estudiado y conocido en la correspondiente disciplina académica. En el afán por desarrollar personajes que sean realmente autónomos y tomen sus propias decisiones tras razonar acerca de lo que ocurre en el juego, en este trabajo porponemos un sistema capaz de dotar de control autónomo a los personajes de un videojuego y con potencial para mostrar una mayor inteligencia. Para ello conectamos un armazón de desarrollo de videojuegos llamado IsoUnity, desarrollado sobre el entorno Unity, con un sistema multi-agente llamado Jason e implementado en Java, que utiliza el conocido modelo cognitivo Creencia-Deseo-Intención para representar el estado interno de la mente de los agentes, que en nuestro caso serán personajes de videojuego. A la hora de producir un videojuego, se implementa mediante un sistema de agentes inteligentes, con información subjetiva sobre el mundo, objetivos y planes y tareas que realizar, el jugador tendrá una experiencia más plena. Nuestra visión es la de adoptar este sistema en el desarrollo de videojuegos independientes de perspectiva isométrica y recursos sencillos de estilo retro, de ahí el uso de IsoUnity.\nEn esta memoria, además de explicar en detalle nuestro sistema de control, documentamos las pruebas y las adaptaciones que proponemos para llevar a la práctica este concepto, sentando las bases tecnológicas para producir un videojuego completo utilizando este sistema. Siguiendo el camino iniciado en anteriores Trabajos de Fin de Grado de esta Facultad, queríamos continuar en esa línea de trabajo afinando más el concepto y abordando un tema nuevo, el de dotar a los personajes de videojuegos creados con IsoUnity de una autonomía mayor y mejores herramientas de toma de decisión para poder interactuar con su entorno y con otros personajes."},{"title":"Game Design as an Autonomous Research Subject","type":"journal","authors":[{"first_name":"Pedro Pinto","last_name":"Neves"},{"first_name":"Nelson","last_name":"Zagalo"}],"year":2021,"source":"Information 2021, Vol. 12, Page 367","identifiers":{"doi":"10.3390/INFO12090367"},"keywords":["game design literacy","game design methods","game design notations","game design patterns","game design tools"],"pages":"367","volume":"12","issue":"9","websites":["https://www.mdpi.com/2078-2489/12/9/367/htm","https://www.mdpi.com/2078-2489/12/9/367"],"month":9,"publisher":"Multidisciplinary Digital Publishing Institute","day":10,"id":"735fe1df-fb1d-3426-8f0a-aee4432d4bcc","created":"2021-09-24T12:43:33.059Z","accessed":"2021-09-24","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2021-09-24T12:43:35.540Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["e1183b04-a4c4-4bc3-b887-9e2316685cd7"],"private_publication":false,"abstract":"This paper examines the methods and systems of game design from the standpoint of existing method proposals failing to establish a common basis for systematizing design knowledge, which this paper aims to help resolve. Game design has often been subsumed by game development and associated disciplines, and game design methodology has often been subsumed by game analysis. This paper reviews related work in defining game design as an autonomous research subject and then divides the methods and systems of game design into complementary methods and core methods, with only the latter, consisting chiefly of design patterns, attempting to systematize how game design knowledge is generated. Seminal game patterns have been descriptive rather than -prescriptive and so have failed to find the requisite practitioner adoption to fulfill their role as a living method. One recent pattern approach has sought to resolve this issue by promoting pattern usage generally over the adoption of a particular language. This paper outlines an alternate and possibly complementary approach of a novel, practical basis for game design literacy for helping core methods work as a basis for systematizing game design knowledge. The proposed basis sacrifices descriptiveness to prescriptiveness to shape methods in that direction."},{"title":"Using Gestural Emotions Recognised Through a Neural Network as Input for an Adaptive Music System in Virtual Reality","type":"journal","authors":[{"first_name":"Manuel López","last_name":"Ibáñez"},{"first_name":"Maximiliano","last_name":"Miranda"},{"first_name":"Nahum","last_name":"Alvarez"},{"first_name":"Federico","last_name":"Peinado"}],"year":2021,"source":"Entertainment 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However the possibilities of applying such combinations to obtain results in practical situations is restricted by the availability of ontological resources for the domains under consideration. This paper presents work on the development of an OWL ontology based on Propp's Morphology of the Folk Tale oriented towards automatic story generation. The ontology is designed so that it allows measurement of the semantical distance between narrative functions. 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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 table-top 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."},{"title":"Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Miguel","last_name":"Ancochea"},{"first_name":"Pablo","last_name":"Gervás"}],"id":"d5d7a5cb-0ab1-3a47-b9e9-5c9c76669ced","created":"2020-12-20T18:28:53.786Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:55.546Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"The main problem for Interactive Digital Storytelling is the inevitable conflict between author's determinism and interactor's freedom. This paper presents a computational solution for addressing this problem, and discusses how exploratory creativity (more than transfor-mational creativity) can play a role in solving the dilemma. Our proposal is based on the theoretical study of tabletop Role-Playing Games, Virtual Environments applications and structural analysis of narrative texts. It involves the implementation of automatic directors for the story and discourse levels useful for many story-based applications."},{"title":"×× ××× ÊÊÊ×ÓÒÒÒÒ ÔÔÖÓÓÓ ØÓ ËØÓÖÝ ÈÐÓØ ÒÒÖÖØØÓÒ Ð Ò Ò Þ¹¹¹ÙÙÓ¸ÈÐÓÞ¹¹¹ÙÙÓ¸ÈÐÓ ÓÓÖÚÚ × ×ÒÒ ÒÖÖÖÓ ÈÒÒÒÓ Ôº ËËרØÑÑ× ÁÒÒÓÖÑÑ ØØØÓ× Ý ÈÖÓÓÖÖÑÑÑÑÑ ÓÒ ÍÒÒÚÖ××××× ×ÓÑÔÐÙØØÒ×× ×× ÅÅÅÖÖÖ¸ËÔÔÔÒÅÅÅÖÖÖ¸ËÔÔÔÒ","type":"report","authors":[{"first_name":"Ððòò¸ôôôöúú×××ôºùùñºº×¸ôôôòòòóóóóóºùùñºº× Ððòò¸ôôôöúú×××ôºùùñºº×¸ôôôòòòóóóóóºùùñºº×","last_name":"Øøôôôôôôôôº××ôºùùñºº×"}],"id":"5512df19-0dc1-333b-bab6-90b27b05accf","created":"2020-12-20T18:28:46.920Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:48.714Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"רÖÖÖØº ÙØÓÑÑØØØ ÓÒרÖÙÙØØÓÒ ÓÓ ×ØÓÖÝ ÔÐÓØ× × ÐÛÝ× Ò ÐÓÒÒÒÒ¹¹ÓÖ ÙØÓÔÔÔÒ ÒÖÖÖÑ ÑÒ ØØØ ØÒØØÖØØØÒÑÑÒØ ØÒÒÙרÖݸ¸×ÔÔÔÔÔÐÐÝØÒÒÙרÖݸ¸×ÔÔÔÔÔÐÐÝ ÝÒ ØØØ ÑÓÖÖ ÖÓÑÑÑÖÖÖÖÐ ÐÐÒÖÖ× ØØØØ ØÖÖ ÖÙÙÐÐÐ ÐÝ Ý ÐÐÖÖÖ ÒÙÑÖ ÓÓ ×ØÓÖÝ ÔÐÓØ× ÛÛØØ ÓÒÐÝ Ý ÑÑÑÑÙÑ ØØÖÖ××ÓÐÐ ÓÒ ÔÐÓØ ÕÙÙÐÐØÝ¸×ÙÙÕÙÙÐÐØÝ¸×ÙÙ × ÌÎ ××ÖÖÖ× ÓÖ ÚÚÚÚÓ ÑÑ׺ Ï ÔÖÓÔÓ×× × ÃÒÓÛÐÐÐÐÐ ÁÒØØÒ××Ú Ê ´ÃÁ¹¹¹Êµ µÔÔÖÓÓÓ Ø Ó ØØØ ÔÖÓÓÐÐÑ ÓÓ ÓÓÒÒÖÖØØÒÒ ×ØÓÖÝ ÔÐÓØ× ×ÖÓÑ Ñ ÑÑ×× ×××× ÓÓ ÓÜÜרØÒÒ ×ØÓÖÖÖ× ÒÒÐÝÞÞÞ ÞÒ ØØÖÑ× ÓÓ ÈÖÓÔÔ ÔÙÒÒØØÓÒ׺ º ººÊ ÔÖÓÓÓ×× ×× ×׬ÒÒÒ ØÓ ÓÓÒ¹ ÖÖØØ ÔÐÓØ× ×ÖÓÑ Ñ Ù××Ö ÕÙÙÖÝ ×ÔÔÔÔÔÝÝÒÒ ÒÒ ÒÒÒØØØÐ ××ØØØÒÒ ÒÓÖ ØØØ ×ØÓÖݸÙ××ÒÒ ×ØÓÖݸÙ××ÒÒ ÒÒ ÓÒØÓÐÓÓÝ ØÓ ÑÑÑ×ÙÖÖ ØØØ ××ÑÑÒØØØØÐ ÐÐרØÒÒÒ ÒÒØÛÒ ÛÓÖÖ× ×ÒÒ ×ØÖÙÙØÙÖÖ× ØØØØÒÒ ÔÔÖØ ØÒ ØØØ ØØÜØ×º ½ ÁÒØÖÓÓÙÙØØÓÒ ÌÌÌ ÌÜÔÐÓ××ÓÒ ÓÓ ØØØ ØÒÒÓÖÑÑØØÓÒ ×ÓÓÓÓØÝ ÝÒÒ ØØØ ÚÖÖÓÙ× ×ÓÑÑÙÒÒÒÒØØÓÒ ØØØ¹ ÒÓÐÓÓÓÓ× ××Ú ÔÖÓÓÖÖ×××ÚÐÝ ××××ØØØ ØØØ ØÓØØÐÐÒÒÒ ÓÖ ØØØ ØÒØØÖØØØÒÑÑÒØ ØÒÒÙרÖÝ ÖÓÑ ØØØÒÓÐÓÓÓÓÓÐ ××ÙÙ× ØÓ ÓÒØØÒØ ÔÖÓÓÙÙØØÓÒº ÏÏÏØØØÖ Ò ØØØ Û ××ØØ Ò¹ ÙרÖÝ¸ØØØÙרÖÝ¸ØØØ ØØÑÑ ÑÒÒÙרÖݸÓÖÑÒÒÙרÖݸÓÖ ØØØ ØÒÒÑÑØØÓÒ ÒÒÒÙרÖݸ¸ÓÑÔÔÒÒÒ×ÒÒÒÙרÖݸ¸ÓÑÔÔÒÒÒ× ×ÑÔÐÓÝ ÐÐÖÖÖÖ ÒÙÑÖ× ÓÓ ××ÖÖÖÒ ÛÖÖØØÖ× ×ÒÒ ÒÓÒØØÒØ ÔÖÓÚÚÚÚÖ× ØØØÒ ÒÒØÙÙÐ ØØØÒÒÒÒÒÒ× ÓÖ ÔÖÓ¹ ÖÖÑÑÑÖ×´ÓÖÖÖÑÑÑÖ×´ÓÖ ÚÓØØ Ö ÔÓÖØØÓÒ× ÓÓ ØØØØÖ ÙÙÙÙØ× ØÓ ÙÝÝÒÒ ÖÖÖÖÝ ÑÑÑÑ ÓÒØØÒØ Ð××ÛÛÛÖÖµº ÙØÓÑÑØØØ ÓÒרÖÙÙØØÓÒ ÓÓ ×ØÓÖÝ ÔÐÓØ× × ÐÛÝ× Ò ÐÓÒÒÒÒ¹¹ÓÖ ÙØÓÔÔÔÒ ÖÖÖÑ Ò ØØØ ÒØØÖØØØÒÑÑÒØ ØÒÒÙרÖݸ×ÔÔÔÔÔÐÐÝØÒÒÙרÖݸ×ÔÔÔÔÔÐÐÝ Ò ØØØ ÑÓÖÖ ÓÑÑÑÖÖÖÖÐ ÐÐÒÖÖ× ØØØØ ØÖÖ ÖÙÙÐÐÐ ÐÝ Ý ÐÐÖÖÖ ÒÙÑÖ ÓÓ ×ØÓÖÝ ÔÐÓØ× ÛÛØØ ÓÒÐÝ Ý ÑÑÑÑÙÑ ØØÖÖ××ÓÐÐ ÓÒ ÔÐÓØ ÕÙÙÐÐØÝ¸×ÙÙÕÙÙÐÐØÝ¸×ÙÙ × ÌÎ ××ÖÖÖ× ÓÖ ÚÚÚÚÓ ÓÓÑÑ׺ ºÐØØÓÙÙÙ Û ÔÖÓÓÓ×××ÓÒÒÐ× ÛÓÙÐÐ ÓÒØØÑÔÐÐØØ ÙÐÐ ÙØÓÑÑØØÓÒ ÓÓ ØØØ ÖÖÖØØÚ ÔÖÓÓÓ×××× ÒÚÓÐÚ Ò ÔÐÓØ ÛÖÖØØÒÒ¸ÑÑÒÝÛÖÖØØÒÒ¸ÑÑÒÝ Û ÓÙÐÐ ÐÐÖØØØÒÐÝ ÛÐÐÓÑÑ Ñ ÑÑר ÔÖÓØÓØÝÔÔÒÒ ØÓÓÐ ØØØØ ØÓÙÐÐ ÔÖÓÓÙÙÙ Ù ÐÐÖÖÖ ÒÙÑÖ ÓÓ ÓÓÓÓÔØØØÐÐ ÔÐÓØ× ×ÒÚÓÐÚÚÒÒ Ò ÒÒÚÒ ×ר ÓÓ ÒÒØØØÐ ÐÐÖÖÙÑרØÒÒÒ× ÓÖ ÖÖרÖÖÖØØÓÒ× ÓÒ ØØØ ØØÒÒ ÓÓ ÓÖÖÖØØÖ× ØØØØ ××ÓÙÐÐ ÐÐ ÐÒ¹ ÚÓÐÚº ËÙÙ ÓÐÐÐÐØØÓÒ ÓÓ ÔÐÓØ× ÑÑÑÑØ ÔÖÓÚÚÚÚ ÚÒ×ÔÔÖÖØØÓÒ¸¸ÒÒØØØØØÚÒ×ÔÔÖÖØØÓÒ¸¸ÒÒØØØØØ ÒÒÛ ÛÛÛÛ׸ÓÖ ÛÛÛÛ׸ÓÖ ÔÓ××××ÐÝ ÝÚÒ ÒÒÒÐÙÙÙ Ù ÙÙÛ ÔÐÓØ ×רØ× ÛÓÖØØÝ ÓÓ ÖÖÚÚ××ÓÒº ËÙÙ××ÕÙÙÒØ ××¹ ÐÐÐØØÓÒ ÒÒ ÖÖÚÚ××ÓÒ ÓÓ ØØØ×× ÔÐÓØ ×רØ× ×Ý ÔÖÓÓÓ×××ÓÒÒÐ ××ÖÖÖÒ ÛÖÖØØÖ× ×ÓÙÐÐ ÔÖÓÓÙÙÙ ÖÖÚÚ××׸¸ÙÐÐÝÖÖÚÚ××׸¸ÙÐÐÝ ÝÙÑÑÒ¹¹ÙØØÓÖÖÖ ÚÐÐÐ ÔÐÓØ×º ºÝ ÑÑÑÑÒÒ ×ÙÙ ÓÐÐÐÐØØÓÒ ÓÓ ØØÒØØØØÚ ÔÐÓØ× ×ÚÐÐÐÐÐ ØÓ ÓÓÑÔÔÒÝ ××ÖÖÖÒ ÛÖÖØØÖ׸¸ÛÖÖØØÖ׸¸ ×ÑÑÐÐÐÖ ÒÙÑÖ ÓÓ ÛÖÖØ¹ Ö× ÑÑÑÑØ ØØ ØØÐÐ ØÓ ÔÖÓÚÚÚÚ ØØØ ÑÑØØÖÖÖÐ ÒÒÒÒÒÒ ØÓ ÓÔ ØØØ ØØØÒÒÒÒÐ ØØØÑ× ×Ò ÛÓÖÖº"},{"title":"Story Plot Generation based on CBR","type":"report","authors":[{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Belén","last_name":"Díaz-Agudo"},{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Raquel","last_name":"Hervás"}],"websites":["http://www.screenplay.com/products/dpro/index.html"],"id":"d1356ffe-7c21-33be-99bc-5428d4faff0a","created":"2020-12-20T18:28:36.863Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:38.623Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"In this paper we present a system for automatic story generation that reuses existing stories to produce a new story that matches a given user query. The plot structure is obtained by a case-based reasoning (CBR) process over a case base of tales and an ontology of explicitly declared relevant knowledge. The resulting story is generated as a sketch of a plot described in natural language by means of natural language generation (NLG) techniques."},{"title":"Interactive storytelling in educational environments","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Pablo","last_name":"Moreno-Ger"}],"year":2005,"keywords":["Educational Environments","Interactive Storytelling","Learning Design"],"pages":"1","id":"54ce4c59-3741-3395-bc68-79327b504df3","created":"2020-12-20T18:28:27.811Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:29.866Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Interactive story-based educational environments present a conflict between the determinism imposed by the pedagogue and the freedom desired by the learner. Designing a good pedagogical experience requires adding restrictions to the interaction that may frustrate learners. This paper introduces a computational solution for addressing such problems by the application in real time of artificial intelligence algorithms of supervision and management of the plot. The proposal is based on IMS Learning Design standards and formalized Narratology theories, using a so-called Story Conductor to control the interactive storytelling process."},{"title":"Story Generators: Models and Approaches for the Generation of Literary Artefacts \"Dream on\": Designing the ideal Story Generator Algorithm ACH/ALLC 2005","type":"report","authors":[{"first_name":"Birte","last_name":"Lönneker"},{"first_name":"Jan Christoph","last_name":"Meister"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Uni","last_name":"Madrid"},{"first_name":"Michael","last_name":"Mateas"},{"first_name":"Jan","last_name":"Christoph"}],"id":"40440cd2-3878-39dd-903c-87c76df80abf","created":"2020-12-20T18:28:22.324Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:24.152Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"T his session is concerned with the automated creation of fiction or \"literary artefacts\" that might take the form of prose, poetry or drama. Special focus is placed upon those approaches that include the generation of narrative structures and therefore use some kind of story model. First attempts in automated story generation date back to the 1970s, with the implementation of Meehan's TALE-SPIN (1977) based on the achievement of character plans and Klein's automatic novel writer (1973/1979) that simulates the effects of generated events in the narrative universe. Currently, story generators enjoy a phase of revival, both as stand-alone systems or embedded components. Most of them make reference to an explicit model of narrative, but the approaches used are diverse: they range from story grammars in the generative vein to the conceptually inspired engagement-reflection cycle. Real-life applications include the generation of a set of plot plans for screen writers in a commercial entertainment environment, who could use the automatically created story pool as a source of inspiration, and the generation of new kinds of interactive dramas (video games). The creation process of literary artefacts is of particular relevance to Literary and Humanities Computing. Not only does it provide methods of simulating and modelling narrative processes, but it identifies basic and combinatory elements of story and discourse. The definition of these elements can in turn help scholars involved in the analysis of narrative to produce annotation (mark-up) that might be re-used in the story generation models. Research into Story Generators is by nature an interdisciplinary project and as such constitutes an exemplary case for Humanities Computing efforts that are of a more speculative kind, as opposed to application oriented approaches. While the humanities-and more particularly, narratology-are called upon to clarify and systematize basic concepts and theoretical models of narration, computer scientists and AI researchers try to translate these models into workable system architectures and processes. Accordingly, our session brings together one theoretical and two applied approaches to the generation of literary artefacts. The theoretical paper presents an attempt towards formulating an 'ideal' Story Generator Architecture based on a narratological model of story generation. The applied papers discuss the role of the story model in a stand-alone fairy tale generator (ProtoPropp), and the problem of story management in games, using Façade and other story (drama) management architectures as examples. Meister Deep Bluemay have beaten Kasparov at chess-but whether computers will ever be able to generate well-formed and aesthetically pleasing narratives is still subject to dispute (Bringsjord/Ferrucci; Pérez y Pérez/Sharples). Most AI researchers have come to the conclusion that the generation of natural language narratives that are both domain independent and Turing test compliant is a 'killer application': it defines the outer limit of computational creativity. The current paper reports on our research into Story Generator Algorithms (SGAs), that is, computational systems designed to generate natural language narratives. Though attempts at designing and implementing SGAs date back to the early 1970s they have not received a lot of attention in Humanities Computing (HC) circles. The relevance of these experimental and speculative approaches seemed rather limited in the light of practical HC desiderata such as the definition of markup conventions, document type definitions, and standards for digital resource building, to mention but a few. However, contrary to this pragmatist line of reasoning we would like to argue that SGAs in their abstract models make explicit some of the cardinal assumptions underlying our intuitive human models of narrative, which in turn have filtered down into the practice of humanities computing in whose object domain narratives play a dominant role. Our own research methodology is therefore in part empirical-we aim to survey and classify the types of SGAs developed thus far-and in part theoretical. The current paper focuses on one of the theoretically oriented tasks: the design of the architecture for a hypothetical 'ideal' SGA that would be able to emulate advanced, aesthetically validated human storytelling capability."},{"title":"A Game Architecture for Emergent Story-Puzzles in a Persistent World","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2005,"id":"d717784f-e4b9-3915-9067-beaa5dee8b9e","created":"2020-12-20T18:28:16.409Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:18.219Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Creativity Issues in Plot Generation","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Dpto","last_name":"Sistemas Informáticos Y Programación"}],"websites":["http://protege.stanford.edu/"],"id":"3cc42117-b061-3c56-8738-d4579ba4d0e4","created":"2020-12-20T18:28:10.005Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:11.711Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"This paper presents an application that automatically generates plots for tales, using the narrative morphology of Vladimir Propp. The system operates with a representation in Description Logics, combining stored plots with the narrative knowledge implemented in a domain-specific ontology. The results are compared with the plots created by a random generator and the authors discuss about how to measure the results."},{"title":"Narrative Models: Narratology Meets Artificial Intelligence","type":"report","authors":[{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Birte","last_name":"Lönneker-Rodman"},{"first_name":"Jan Christoph","last_name":"Meister"},{"first_name":"Federico","last_name":"Peinado"}],"websites":["http://wordnet.princeton.edu/"],"id":"47c3cc55-9c74-36a7-aa51-a333e4b461e1","created":"2020-12-20T18:28:03.598Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:28:05.332Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"This paper reports on research cooperation on narrative models in the framework of automated Story Generation. Within this framework, narrative models in Artificial Intelligence (AI) and the Humanities are considered both from the point of view of AI and the point of view of the Humanities. In order to provide other researchers, especially those interested in Computational Literary Analysis, with insights from literary narrative generation, existing Story Generation systems are reviewed and their underlying models of narrative are discussed. The existing gap between narrative models in different disciplines is analysed. We conclude that a methodological combination of description, analysis and generation holds the potential for a mutually beneficial qualitative breakthrough in research on narrative models."},{"title":"Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"keywords":["Computational Nar-ratology","Semantic Technologies","Story Generation","Story Representation"],"id":"64494688-623f-37d8-912b-f4a6363df7df","created":"2020-12-20T18:27:56.913Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:58.443Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"This paper is a review of a story generation system called Minstrel. It uses complex but hand-crafted Lisp knowledge structures to generate short computer-generated stories within the King Arthur domain. The knowledge representation model of Minstrel is reimplemented using a W3C standard language to analyze the pros and cons of technology updates over this kind of classic AI projects."},{"title":"Automatic Customization of Non-Player Characters using Players Temperament","type":"report","authors":[{"first_name":"Hector","last_name":"Gómez-Gauchía"},{"first_name":"Federico","last_name":"Peinado"}],"keywords":["Affective Computing","Interactive Dig-ital Storytelling in Entertainment","Narrative Environments","Player Modeling"],"websites":["http://nwn.bioware.com/"],"id":"79f47a85-3871-3aed-ab04-24c534c4df79","created":"2020-12-20T18:27:49.841Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:51.931Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"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":"Ontological Reasoning to Configure Emotional Voice Synthesis","type":"report","authors":[{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"id":"6c860fb8-aef9-3a1b-b926-9231e24f9613","created":"2020-12-20T18:27:41.883Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:43.972Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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."},{"title":"Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"id":"ef3e92ef-30d2-3099-a70a-85f1a3377218","created":"2020-12-20T18:27:34.455Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:36.417Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"During the fast evolution of automatic direction of Interactive Digital Storytelling many description of similar ideas have appeared in the academic literature. System architectures and workflows are usually presented using informal descriptions and diagrams, what makes difficult to identify what are the real contributions of each publication. In the way of establishing a safe ground for future research on this topic, this paper is a first step towards the formalization of a particular paradigm for developing automatic storytellers. The chosen paradigm is Role-Playing Game Mastering, which computational model is presented using UML."},{"title":"RCEI: An API for Remote Control of Narrative Environments","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"}],"year":2007,"source":"LNCS","keywords":["Game Based Interfaces","Interactive Digital Storytelling","Virtual Environments and Intelligent Medias"],"pages":"181-186","volume":"4871","id":"72c5deb3-3f2f-367b-a40a-f4276889eccc","created":"2020-12-20T18:27:27.852Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:29.938Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"The proposal of this research project is to develop a standard connection mechanism to make narrative environments and the external systems that control them interoperable. Thanks to a new communication interface called RCEI, different knowledge-based storytelling systems will be able to perform interactive drama using different narrative environments that were available. The controller has a reasonable level of granularity, being the only additional requirement the development of valid adapters for both extremes of the connection. Open source implementation of this protocol and language is provided in order to save extra parsing and serializing efforts and make software more interoperable."},{"title":"A Testbed Environment for Interactive Storytellers","type":"book","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2008,"identifiers":{"isbn":"9789639799134"},"keywords":["C++ and Neverwinter Nights script I21 [Computing Methodologies]: Applications and Expert Systems-Games I34 [Computing Methodologies]: Graphics Utilities-Application packages","D30 [Programming Languages]: Languages Java","Design","Experimentation","Human Factors","Languages Keywords Interactive Digital Storytelling","Narrative Environments and Game Based Interfaces","Standardization","Virtual Reality General Terms Algorithms","Virtual device interfaces I37 [Computing Methodologies]: Three-Dimensional Graphics and Realism-Animation"],"id":"b212be05-50a5-326c-a824-32f3db72f513","created":"2020-12-20T18:27:19.365Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:21.558Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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."},{"title":"An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games","type":"report","authors":[{"first_name":"Carlos","last_name":"León"},{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Alvaro","last_name":"Navarro"},{"first_name":"Héctor","last_name":"Cortiguera"}],"id":"2377eafc-a42c-3dc2-a2a3-f8b390627f12","created":"2020-12-20T18:27:06.459Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:08.538Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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."},{"title":"Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Marc","last_name":"Cavazza"},{"first_name":"David","last_name":"Pizzi"}],"year":2008,"source":"LNCS","keywords":["Artificial Intelligence","Software Agents","Story Generation"],"pages":"83-88","volume":"5334","id":"59da2400-6a1e-3bd1-a019-bd2db0c781c9","created":"2020-12-20T18:26:58.669Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:27:00.489Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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."},{"title":"Juego Emergente: ¿Nuevas formas de contar historias en videojuegos? Emergent Game: New ways for storytelling in videogames?","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Michael","last_name":"Santorum"}],"keywords":["juego emergente narrativa"],"id":"375d5b06-7948-3576-a021-bf5bf880914a","created":"2020-12-20T18:26:51.748Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:53.644Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Resumen Tras treinta años de desarrollo caracterizados por la escalada en rendimiento del hardware, el mercado de los videojuegos está sufriendo una lenta transformación. Los últimos avances tecnológicos en gráficos están empezando a no ser tan decisivos como las mejoras en inteligencia artificial o las nuevas ideas de diseño. Una vez asumido el boom del mercado de los videojuegos y el crecimiento en el espectro social de jugadores, la industria y la comunidad investigadora de reciente creación se están interesando en un nuevo concepto de juego que pone la potencia actual del hardware al servicio del diseño de experiencias interactivas donde el jugador se sienta aún más involucrado. Con este nuevo concepto de juego emergente da comienzo una etapa importante en cuanto a las propiedades narrativas del videojuego: el devenir de los acontecimientos secundarios puede adaptarse al jugador, aunque la historia principal sigue necesitando del autor humano y no puede ser alterada en sus acontecimientos principales. Aún así, el juego emergente representa un esperanzador avance frente a la rígida estructura narrativa con que contaban hasta hace muy poco los videojuegos. Abstract After thirty years of development focused on maximizing the available hardware, the videogame market is slowly transforming. The latest graphic technological advances are beginning to be less influential than improvements in artificial intelligence and innovative graphic design. Due to the network game boom and the burgeoning player social spectrum, the industry and the newly born videogame research community have a growing interest in these new types of games and the capabilities of new machines are developing new types of games. Whit the new concept of emergent game a new critical phase begins for the narrative properties of the videogame. Secondary events can be adapted to the player, although the main story still needs a human author and can't have major changes in its mainframe. Emergent games becomes a promising advance against the unflexible narrative structure that videogames have been developing until now. 1. Tendencias en videojuegos Los videojuegos tienen una historia relativamente corta. Desde que salió a la venta Pong en 1972 no ha pasado mucho tiempo, pero sí el suficiente para que los niños que empezaron a jugar con aquellos juegos hayan crecido y hayan sufrido cambios en sus gustos. Lamentablemente, y a pesar de una revolución tecnológica sin precedentes, los videojuegos que encontramos hoy día siguen siendo básicamente los mismos: las historias que nos cuentan no han cambiado, las fórmulas narrativas se mantienen simples y en cierta forma triviales. Afortunadamente los diseñadores de juegos también han madurado y buscan nuevas formas de contar historias donde el jugador sea el verdadero protagonista, y su santo grial es el juego emergente. Basándose en estudios previos sobre realidad virtual y narración interactiva, Ruth Aylett plantea el concepto de narrativa emergente en 1999. Este concepto se plantea como solución al dilema interactivo (Berenguer, 1998) que aparece al entrar en conflicto la libertad del jugador y la rigidez del guión escrito por el autor. La solución pasa por contar con agentes autónomos capaces de interactuar con el jugador sin restringir su"},{"title":"Narración Digital e Interactiva: Dirección automática de entornos virtuales","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Profesor","last_name":"José"},{"first_name":"García","last_name":"Santesmases"}],"keywords":["Inteligencia Artificial","Narratología Computacional","Palabras clave: Generación de Historias","Sistemas Inteligentes"],"websites":["http://federicopeinado.com"],"id":"97935519-970a-3b9d-b1a9-535712dd5cca","created":"2020-12-20T18:26:45.013Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:46.594Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Resumen: Los entornos virtuales son un medio digital donde cada vez se narran más historias con el propósito de enseñar, entrenar, divertir o comunicar algo a los usuarios. Los guiones predefinidos, la plena libertad de interacción e incluso la simulación de un mundo ficticio y de sus habitantes no son suficientes para crear historias de calidad. Desde finales de los años ochenta, una creciente comunidad científica ha estado desarrollando sistemas inteligentes capaces de dirigir automáticamente todo lo que ocurre en un entorno virtual, para adaptar la historia a los objetivos de la aplicación y a las características particulares de cada uno de los interactores. Este artículo presenta una revisión actualizada del progreso, los resultados en forma de sistemas implementados y las tareas aún pendientes en esta línea de investigación."},{"title":"Nº 8-REVISTA DE COMUNICACIÓN Y NUEVAS","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Michael","last_name":"Santorum"}],"websites":["www.icono14.net/revista"],"id":"c535b3d5-fa84-363e-8a00-df98e4018176","created":"2020-12-20T18:26:33.933Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:35.823Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"ËØÓÖÝ ÈÐÓØ ÒÒÖÖØØÓÒ ××× ÓÒ Ê","type":"report","id":"3f09087b-f137-375f-8362-a18ef0722f2f","created":"2020-12-20T18:26:24.441Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:26.503Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"ÈÐÓ ÖÚÚ ×¸Ð×¸Ð Ò Þ¹¹¹ÙÙÓ¸ÖÖÖÓÞ¹¹¹ÙÙÓ¸ÖÖÖÓ ÈÒÒÒÓ¸ÊÊÕÙÙÐÈÒÒÒÓ¸ÊÊÕÙÙÐ ÀÀÖÚÚ × Ôº ËËרØÑÑ× ÁÒÒÓÖÑÑ ØØØÓ× Ý È Ö ÓÖÑÑÑÑÑ ÓÒ¸ÍÒÒÚÚÖ×××××ÓÒ¸ÍÒÒÚÚÖ××××× ÓÑÔÐÙØØÒ×× ÅÅÅÖÖÖ¸ÅÅÅÖÖÖ¸ËÔÒ ÅÅÅÖÖÖ¸ÅÅÅÖÖÖ¸ÅÅÅÖÖÖ¸ÅÅÅÖÖÖ¸ËÔÒ ×ØÖÖÖØ ÁÒ ØØØ× ÔÔÔÔÖ Û ÔÖÖ××ÒØ Ø ×ÝרØÑ ÑÓÖ ÖÙØÓÑÑØØØ רÓÖÝ ÝÝÒÒÖÖØØÓÒ ØØØØ ÖÖÙ××× ×ÜÜרØÒÒ ×ØÓÖÖÖ× ØÓ ÔÖÓÓÙÙÙ Ù ÒÒÛ ×ØÓÖÝ ØØØØ ÑÑØØ× × ××ÚÒ Ù××Ö ÕÙÙÖݺ ÌÌÌ ÔÐÓØ רÖÙÙØÙÖÖ Ö× ÓÓØØØÒÒÒ ÒÝ Ý ÝÝ××¹¹¹××× ÖÖÖ×ÓÒÒÒÒ´´´ÊµÖÖÖ×ÓÒÒÒÒ´´´Êµ ÔÖÓÓÓ×× ÓÚÖ Ö ÖÖ×× ×××× ÓÓ ØØÐÐ× ×ÒÒ ÒÒ ÓÒØÓÐÓÓÝ ÓÓ ÓÜÔÐÐÐÐØÐÝ ÝÝÝÐÐÖÖÖ ÖÖÐÐÚÒØ Ø Ò Ó ÛÐÐÐÐк ÌÌÌ ÖÖ×ÙÐØØÒÒ ×ØÓÖÝ Ý× ××ÒÒÖÖØØØ × ××ØØ ÓÓ ÔÐÓØ ××ÖÖÖÖÖ Ò ÒÒØÙÖÖÐ ÐÐÒÒÙÙÙÙ Ý ÑÑÑÒ× ÓÓ ÒÒØÙÖÖÐ ÐÐÒÒÙÙÙÙ ÒÒÖÖØØÓÒ´AEÄĵÒÒÖÖØØÓÒ´AEÄĵ ØØØÒÒÕÙÙ׺ ÃÃÝ ÛÓÖ×× ÈËË ½ ÁÒØÖÓÓÙÙØØÓÒ ÏÏØØ ØØØ ØØÚÒØ ÓÓ ÓÒÒÓÖÑÑØØÓÒ ØØØÒÓÐÓÓݸÑÑÒÝØØØÒÓÐÓÓݸÑÑÒÝ ÝÓÑÑÑÒ× ××Ú Ú ÔÖÓ¹ ÙÙØØÚÚØÝ ÝÑÔÖÓÚÑÑÒØ× ×ÙÙ ØÓ ØØØ ØÒØÖÓÓÙÙØØÓÒ ÓÓ ÓÓÑÔÙØØÖ׺ ÌÌÌ ¬ÐÑ ÑÒÒÙ×¹ ØÖÝ ÝÝ× ×××Ò ×ÓÑÑ ÓÓ ÓØ× ØØ××× ÖÖÖÖÖÖÐÐÝ Ý«««ØØØ ß ÐÐÐ ØØØ ØØÒÒÖÖØØÓÒ ÓÓ ×ÔÔÔÔÔÐ ÚÚ×ÙÙРЫ««Ø×¸ÓÖЫ««Ø×¸ÓÖ ØØØ ØÓÑÔÙØØÖ Ö××××ØØØ ØÒÒÑÑØØÓÒº ÇÒ ÖÖÐÐØØØ ÛÓÖÖ ÖÖÖÖ׸×ÙÙÖÖÖÖ׸×ÙÙ × ØØØ ØØÒÒÖÖØØÓÒ ÓÓ ¬ÐÑ ××ÖÖÔØ×¸ØØØÖÖ××ÖÖÔØ×¸ØØØÖÖ ÖÖ× ×××Ò ÒÓ ÓÓÑÔÔÖÖÖÐÐ ÐÑÔÖÓÚÑÑÒØº Ò ÙÑÖ ÓÓ ¬ÐÑ× ×Ò ÒÒÒÙרÖÝ ÝÝÚ ÒÒ¬ØØØ ÖÓÑ ÁÌ ØÓÓÐ× ×ÓÖ ××ÖÖÔØ¹ÛÖÖØØÒÒ¸×ÙÙ ××ÖÖÔØ¹ÛÖÖØØÒÒ¸×ÙÙ × ÒÒ ÖÖÑÑØØØØ ½ ÓÖ ÏÖÖØØÈÖÓ ¾ ¸ ÙØ ØØØÖÖ × Ò ÐÐØØÐÐ ÔÖÓÓÖÖ×× ØÓÛÖÖ× ÙØÓÑÑØØÓÒ ÓÓ ØØØ ÔÖÓÓÓ×× ÓÓ ÓÖÖÖØ ØØÒÒÖÖØØÓÒº ÙØÓÑÑØØØ ØÓÒרÖÙÙØØÓÒ ÓÓ ×ØÓÖÝ ÔÐÓØ× ××× ×ÐÛÝ× ×××Ò Ò ÐÓÒÒ ×ØØÒÒÒÒÒ ÒÓÓÐ ÐÒ ØØØ ÒØØÖØØØÒÑÑÒØ ÒÒÙרÖݸ×ÔÔÔÔÔÐÐÝÒÒÙרÖݸ×ÔÔÔÔÔÐÐÝ ÝÒ ØØØ ÑÓÖÖ ÓÑÑÑÖÖÖÖÐ ÐÐÒÖÖ× ØØØØ ÖÖ ÙÙÐÐÐÐ ÐÝ Ý ÐÐÖÖÖ ÒÙÑÖ ÓÓ ×ØÓÖÝ ÔÐÓØ× ÛÛØØ ÓÒÐÝ Ý ÑÑÑÑÙÑ ØØÖÖ××ÓÐÐ ÓÒ ÔÐÓØ ÑÑÑÐ Ö××× ÔÔÔÖÚÚ׸¸¸ÐÐÒÒ××ÔºÙÙѺº×¸¸ÔÒÓÓºÙÙѺº×´ÈÐÓÔÔÔÖÚÚ׸¸¸ÐÐÒÒ××ÔºÙÙѺº×¸¸ÔÒÓÓºÙÙѺº×´ÈÐÓ ÖÚÚ ×¸¸¸Ð׸¸¸Ð Ò Ò Þ¹¹¹ÙÙÓ¸¸ÖÖÖÓÞ¹¹¹ÙÙÓ¸¸ÖÖÖÓ ÈÒÒÒÓ¸ÊÊÕÙÙÐÈÒÒÒÓ¸ÊÊÕÙÙÐ ÀÀÖÚÚ ×µº ½ ØØÔÔ»»ÛÛÛº××ÖÖÖÒÔÐÐݺºÓÑ»ÔÖÓÓÙÙØ×»»ÔÖÓ»»ÒÒÒܺºØÑÐ ¾ ØØÔÔ»»ÛÛÛºÛÖÖØØÔÖÓººÓÑ» ÈÖÖÔÖÖÒØ ×ÙÙÑÑØØØØ ØÓ ÓÐ××ÚÚÚÖ ËËËËÒÒÒ ¾¾ ËËÔØØÑÖ ¾¼¼¼"},{"title":"Interactive Digital Storytelling: Automatic direction of virtual environments","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Profesor","last_name":"José"},{"first_name":"García","last_name":"Santesmases"}],"keywords":["Artificial Intelligence","Computational Narratology","Intelligent Systems","Story Generation"],"websites":["http://federicopeinado.com"],"id":"1354c099-64e9-333c-9b83-47f64886ca77","created":"2020-12-20T18:26:18.153Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:19.765Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Virtual environments are a digital media in which each time more stories are told with the purpose of teaching, training, entertaining or communicating something to the users. Predefined scripts, plenty of interaction freedom and even the simulation of a fictional world and its inhabitants are not enough to create quality stories. Since late eighties, a growing scientific community has being developing intelligent systems able to direct automatically everything that happens in a virtual environment, in order to adapt the story to the application goals and the particular characteristics of each interactor. This paper presents an updated review of the steps forward, results in the form of implemented systems and pending tasks of this research line."},{"title":"Evaluation of Automatic Generation of Basic Stories","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gerv´as"},{"first_name":"Gerv´","last_name":"Gerv´as"},{"first_name":"Profesor","last_name":"José"},{"first_name":"García","last_name":"Santesmases"},{"first_name":"Madrid","last_name":"Spain"}],"keywords":["Case Based Reasoning","Computational Creativity","Intelligent Systems §1 Introduction","Ontology","Story Generation"],"websites":["http://federicopeinado.com/projects/kiids/"],"id":"66118a4a-f46f-3da0-9434-6bd33acd8a01","created":"2020-12-20T18:26:11.277Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:13.055Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"This paper presents an application that automatically generates basic stories: short texts that only narrate the main events of the plot. The system operates with a representation in Description Logics, combining stored fabulas with the narrative knowledge implemented in a domain-specific ontology. The domain of application is the traditional folk tale, using the well-known morphology of Vladimir Propp as nar-ratological background. In order to evaluate the results, human judges blindly compared one of the generated basic stories to two alternatives: one rendered directly from a stored fabula of the knowledge base and another randomly generated. As a conclusion, possibilities of measuring the utility of the system in terms of quality and originality of the generated artifact are discussed."},{"title":"Assessing the Novelty of Computer-Generated Narratives Using Empirical Metrics","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Raquel","last_name":"Hervás"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"F","last_name":"Peinado"},{"first_name":"Á V","last_name":"Francisco Á R Hervás"},{"first_name":"V","last_name":"Francisco"},{"first_name":"R","last_name":"Hervás"},{"first_name":"P","last_name":"Gervás"}],"year":2010,"identifiers":{"doi":"10.1007/s11023-010-9209-8"},"keywords":["Computational creativity","Creative systems","Novelty assessment","Similarity metrics","Story generation"],"pages":"565-588","volume":"20","id":"b693c058-bf92-336c-b69a-9541bdc1d56b","created":"2020-12-20T18:26:03.535Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:26:05.307Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Novelty is a key concept to understand creativity. Evaluating a piece of artwork or other creation in terms of novelty requires comparisons to other works and considerations about the elements that have been reused in the creative process. Human beings perform this analysis intuitively, but in order to simulate it using computers, the objects to be compared and the similarity metrics to be used should be formalized and explicitly implemented. In this paper we present a study on relevant elements for the assessment of novelty in computer-generated narratives. We focus on the domain of folk-tales, working with simple plots and basic narrative elements: events, characters, props and scenarios. Based on the empirical results of this study we propose a set of computational metrics for the automatic assessment of novelty. Although oriented to the implementation of our own story generation system, the measurement methodology we propose can be easily generalized to other creative systems."},{"title":"Tesis doctoral","type":"report","authors":[{"first_name":"Presentada D","last_name":"por Federico Peinado Gil Dirigida por el D Pablo Gervás Gómez-Navarro"}],"year":2008,"id":"2982bf9f-d741-38c2-ba21-c2d7ee2c672e","created":"2020-12-20T18:24:49.325Z","accessed":"2020-12-20","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-20T18:24:53.658Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Editorial","type":"generic","authors":[{"first_name":"Yusuf","last_name":"Pisan"},{"first_name":"Nikitas Marinos","last_name":"Sgouros"},{"first_name":"Tim","last_name":"Marsh"}],"year":2017,"source":"Entertainment Computing","identifiers":{"issn":"18759521","scopus":"2-s2.0-85020268316","sgr":"85020268316","pui":"616633167","pii":"S1875952117300599","doi":"10.1016/j.entcom.2017.05.003"},"pages":"1","volume":"22","month":7,"publisher":"Elsevier B.V.","day":1,"id":"7f424598-3646-3320-b0b0-9c39bd73069c","created":"2020-12-14T16:15:53.351Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:57.812Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Battle Prediction System in StarCraft Combined with Topographic Considerations","type":"conference_proceedings","authors":[{"first_name":"Cheng Zhen","last_name":"Meng"},{"first_name":"Yu","last_name":"Tang"},{"first_name":"Chen Yao","last_name":"Wu"},{"first_name":"Di","last_name":"Lin"}],"year":2020,"source":"Lecture Notes in Electrical Engineering","identifiers":{"issn":"18761119","scopus":"2-s2.0-85079634299","sgr":"85079634299","isbn":"9789811501869","pui":"630984362","doi":"10.1007/978-981-15-0187-6_14"},"keywords":["Bayesian formula","MAP","SparCraft"],"pages":"122-130","volume":"572 LNEE","publisher":"Springer","id":"cdc77bd2-a6d0-3939-8179-dc0b757b70e6","created":"2020-12-14T16:15:52.334Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.334Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This paper focuses on the prediction of combat outcomes in a local battle during a game of StarCraft. Through the analysis of the initial state of the two armies and considering the influence of the terrain in StarCraft on the combat effectiveness of both sides, the concept of the terrain correction factor is introduced to establish a mathematical model. Secondly, using SparCraft is to simulate battles and generate data sets. Finally, the maximum a posteriori probability estimation (MAP) is used to train the previously established data set to complete the parameter estimation of the mathematical model."},{"title":"Preface for the special issue on Science in Videogames","type":"generic","authors":[{"first_name":"Antonio J.","last_name":"Fernández-Leiva"},{"first_name":"Antonio M.","last_name":"Mora García"}],"year":2017,"source":"Entertainment Computing","identifiers":{"issn":"18759521","scopus":"2-s2.0-85014111826","sgr":"85014111826","pui":"614641362","pii":"S1875952117300071","doi":"10.1016/j.entcom.2017.02.001"},"pages":"95-96","volume":"21","month":6,"publisher":"Elsevier B.V.","day":1,"id":"cf0ca550-4f7a-31ab-8750-27c59f04d253","created":"2020-12-14T16:15:52.332Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:54.899Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"P2P-based resource discovery in dynamic grids allowing multi-attribute and range queries","type":"journal","authors":[{"first_name":"Agustín C.","last_name":"Caminero"},{"first_name":"Antonio","last_name":"Robles-Gómez"},{"first_name":"Salvador","last_name":"Ros"},{"first_name":"Roberto","last_name":"Hernández"},{"first_name":"Llanos","last_name":"Tobarra"}],"year":2013,"source":"Parallel Computing","identifiers":{"issn":"01678191","scopus":"2-s2.0-84884792869","sgr":"84884792869","pui":"369915784","pii":"S0167819113000951","doi":"10.1016/j.parco.2013.08.003"},"keywords":["Grids","Resource discovery","Routing indices","Scalability","Summarization"],"pages":"615-637","volume":"39","issue":"10","id":"da4278fb-805a-393d-bae0-ed76017333ab","created":"2020-12-14T16:15:52.323Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:57.514Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"A key point for the efficient use of large grid systems is the discovery of resources, and this task becomes more complicated as the size of the system grows up. In this case, large amounts of information on the available resources must be stored and kept up-to-date along the system so that it can be queried by users to find resources meeting specific requirements (e.g. a given operating system or available memory). Thus, three tasks must be performed, (1) information on resources must be gathered and processed, (2) such processed information has to be disseminated over the system, and (3) upon users' requests, the system must be able to discover resources meeting some requirements using the processed information. This paper presents a new technique for the discovery of resources in grids which can be used in the case of multi-attribute (e.g. {OS = Linux & memory = 4 GB}) and range queries (e.g. {50 GB < disk-space < 100 GB}). This technique relies on the use of content summarisation techniques to perform the first task mentioned before and strives at the main drawback found in proposals from literature using summarization. This drawback is related to scalability, and is tackled by means of using Peer-to-Peer (P2P) techniques, namely Routing Indices (RIs), to perform the second and third tasks. Another contribution of this work is a performance evaluation conducted by means of simulations of the EU DataGRID Testbed which shows the usefulness of this approach compared to other proposals from literature. More specifically, the technique presented in this paper improves on the scalability and produces good performance. Besides, the parameters involved in the summary creation have been tuned and the most suitable values for the presented test case have been found. © 2013 Elsevier B.V. All rights reserved."},{"title":"The unexpected comfort of wearing headphones: Emotional and cognitive effects of headphone use when playing a bloody video game","type":"journal","authors":[{"first_name":"Karyn","last_name":"Riddle"},{"first_name":"Zhen","last_name":"Di"},{"first_name":"Sunghak","last_name":"Kim"},{"first_name":"Eunyoung","last_name":"Myung"},{"first_name":"Swee Kiat","last_name":"Tay"},{"first_name":"Fangxin","last_name":"Xu"}],"year":2017,"source":"Entertainment Computing","identifiers":{"issn":"18759521","scopus":"2-s2.0-85002957169","sgr":"85002957169","pui":"613575239","pii":"S1875952116300386","doi":"10.1016/j.entcom.2016.10.004"},"keywords":["Blood","Emotions","Headphones","Video games","Vividness"],"pages":"43-52","volume":"19","month":3,"publisher":"Elsevier B.V.","day":1,"id":"fc54f0d9-8049-30e0-9761-5830e712753a","created":"2020-12-14T16:15:52.322Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:16:00.176Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This study tests the theory of vivid media violence, exploring whether the presence of blood in a violent game and the use of headphones impacts emotions (frustration, fear, anxiety) and the level of cognitive elaboration. Results of an experiment suggest participants felt stronger negative emotions when playing a bloody game with headphones off. When the video game was not bloody, headphones did not affect emotions. In addition, frustration was related to cognitive elaboration whereas fear and anxiety were not. Implications for research exploring discrete emotions, as well as the intersection between auditory and visual features in video games, are discussed."},{"title":"Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data","type":"journal","authors":[{"first_name":"Lidson","last_name":"Jacob"},{"first_name":"Esteban","last_name":"Clua"},{"first_name":"Daniel","last_name":"de Oliveira"}],"year":2017,"source":"Entertainment Computing","identifiers":{"issn":"18759521","scopus":"2-s2.0-85009168668","sgr":"85009168668","pui":"614047134","pii":"S1875952116300672","doi":"10.1016/j.entcom.2016.12.002"},"keywords":["Bad cycle identification","Game analytics","Game cycle","Gameplay analysis","Provenance data","Sequential pattern mining"],"pages":"65-81","volume":"19","month":3,"publisher":"Elsevier B.V.","day":1,"id":"868e81d4-b8cc-380a-9973-86ac8e0a7e4f","created":"2020-12-14T16:15:52.320Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:57.866Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"There are many elements that make a game interesting for the player. The game play is a key element. It is the way in which players interact with a game. In general, this interaction starts easier and becomes more challenge along the game session. Commonly game developers try to make balanced games, but due to the big variety of age, genre and expertise among players, this is not a trivial task and sometimes the game may become too difficult for some users, thus becoming boring. In this article we focus on identifying one aspect in special: the cycles in a game session, which represent a sequence of actions that are played repeatedly by the player in certain parts of the game. These cycles tend to make the game tedious. This way, it is a top priority for game designers to identify cycles. In this article we propose an approach identifies cycles in games using sequential pattern mining algorithms over provenance data collected from the game session. Using the proposed approach, we are able to identify cycles in the game session and we evaluated the feasibility of our proposal with the 2D game “Super Mario World”, a well-known commercial title."},{"title":"A machine learning approach to predict the winner in StarCraft based on influence maps - ScienceDirect","type":"web_page","websites":["https://www.sciencedirect.com/science/article/pii/S1875952116300647"],"id":"31fbcbaa-3e03-3ba3-9554-7342dd9a7fe9","created":"2020-12-14T16:15:52.319Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.319Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A model of visual organization for the game of GO","type":"conference_proceedings","authors":[{"first_name":"Albert L.","last_name":"Zobrist"}],"year":1969,"source":"Proceedings of the May 14-16, 1969, spring joint computer conference on XX - AFIPS '69 (Spring)","identifiers":{"doi":"10.1145/1476793.1476819"},"pages":"103","websites":["http://portal.acm.org/citation.cfm?doid=1476793.1476819"],"publisher":"ACM Press","city":"New York, New York, USA","id":"b7f54c53-cca2-3e7b-8b78-47ed891271e3","created":"2020-12-14T16:15:52.318Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.318Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A review of real-time strategy game AI","type":"generic","authors":[{"first_name":"Glen","last_name":"Robertson"},{"first_name":"Ian","last_name":"Watson"}],"year":2014,"source":"AI Magazine","identifiers":{"issn":"07384602","scopus":"2-s2.0-84920516305","sgr":"84920516305","pui":"601155084","doi":"10.1609/aimag.v35i4.2478"},"pages":"75-104","volume":"35","issue":"4","month":12,"publisher":"AI Access Foundation","day":1,"id":"f5e3bca5-3828-3f99-98c7-1da91dd27eca","created":"2020-12-14T16:15:52.318Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:58.785Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This literature review covers AI techniques used for real-time strategy video games, focusing speciically on StarCraft. It inds that the main areas of current academic research are in tactical and strategic decision making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academe and industry, inding the academic research heavily focused on creating game-winning agents, while the industry aims to maximize player enjoyment. It inds that industry adoption of academic research is low because it is either inapplicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investigation: bridging the gap between academe and industry. Finally, the areas of spatial reasoning, multiscale AI, and cooperation are found to require future work, and standardized evaluation methods are proposed to produce comparable results between studies."},{"title":"RTS AI Problems and Techniques","type":"book_section","authors":[{"first_name":"Santiago","last_name":"Ontañón"},{"first_name":"Gabriel","last_name":"Synnaeve"},{"first_name":"Alberto","last_name":"Uriarte"},{"first_name":"Florian","last_name":"Richoux"},{"first_name":"David","last_name":"Churchill"},{"first_name":"Mike","last_name":"Preuss"}],"year":2015,"source":"Encyclopedia of Computer Graphics and Games","identifiers":{"doi":"10.1007/978-3-319-08234-9_17-1"},"pages":"1-12","publisher":"Springer International Publishing","id":"84ba6e67-289f-3449-8ad7-680cc24de8bc","created":"2020-12-14T16:15:52.318Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:54.714Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Real-Time Strategy (RTS) games is a sub-genre of strategy games where players need to build an economy (gathering resources and building a base) and military power (training units and researching technologies) in order to defeat their opponents (destroying their army and base). Artificial Intelligence problems related to RTS games deal with the behavior of an artificial player. This consists among others to learn how to play, to have an understanding about the game and its environment, to predict and infer game situations from a context and sparse information"},{"title":"An Analysis of the Effects of Physical Abilities on RTS Game Outcome Using Machine Learning Approach","type":"conference_proceedings","authors":[{"first_name":"Dae Wook","last_name":"Kim"},{"first_name":"Sungyun","last_name":"Park"},{"first_name":"Seong Il","last_name":"Yang"}],"year":2019,"source":"ICTC 2019 - 10th International Conference on ICT Convergence: ICT Convergence Leading the Autonomous Future","identifiers":{"scopus":"2-s2.0-85078316350","sgr":"85078316350","isbn":"9781728108926","pui":"630667401","doi":"10.1109/ICTC46691.2019.8939771"},"keywords":["game analytics","machine learning","prediction","real-time strategy games","starcraft"],"pages":"929-933","month":10,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":1,"id":"c98422ce-880b-363a-a8fe-e9461552ac3b","created":"2020-12-14T16:15:52.318Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.318Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Physical ability in games represents how many actions or multitasks a gamer can do or how fast the gamer can react. In this paper, we characterize physical ability features from Starcraft II data. The proposed win prediction model based on machine learning algorithms evaluates how much features affect a game outcome. Even if features are used only related to physical ability, prediction result shows higher accuracy on a small scale than one with score-related features. Finally, we analyze those features and conclude that although matchmaking rating(MMR) plays primary role to lead a game win, actions per minute and others are also crucial factor to win."},{"title":"A review of computational intelligence in RTS games","type":"conference_proceedings","authors":[{"first_name":"Raul","last_name":"Lara-Cabrera"},{"first_name":"Carlos","last_name":"Cotta"},{"first_name":"Antonio J.","last_name":"Fernandez-Leiva"}],"year":2013,"source":"Proceedings of the 2013 IEEE Symposium on Foundations of Computational Intelligence, FOCI 2013 - 2013 IEEE Symposium Series on Computational Intelligence, SSCI 2013","identifiers":{"scopus":"2-s2.0-84885211254","sgr":"84885211254","isbn":"9781467359016","pui":"369985891","doi":"10.1109/FOCI.2013.6602463"},"keywords":["Computational intelligence","real-time strategy games","review"],"pages":"114-121","id":"b0c00cd8-5b5f-37af-ac85-72826a7065cb","created":"2020-12-14T16:15:52.317Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.317Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Real-time strategy games offer a wide variety of fundamental AI research challenges. Most of these challenges have applications outside the game domain. This paper provides a review on computational intelligence in real-time strategy games (RTS). It starts with challenges in real-time strategy games, then it reviews different tasks to overcome this challenges. Later, it describes the techniques used to solve this challenges and it makes a relationship between techniques and tasks. Finally, it presents a set of different frameworks used as test-beds for the techniques employed. This paper is intended to be a starting point for future researchers on this topic. © 2013 IEEE."},{"title":"A data mining approach to strategy prediction","type":"conference_proceedings","authors":[{"first_name":"Ben G.","last_name":"Weber"},{"first_name":"Michael","last_name":"Mateas"}],"year":2009,"source":"CIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games","identifiers":{"scopus":"2-s2.0-71549143175","sgr":"71549143175","isbn":"9781424448159","pui":"355756482","doi":"10.1109/CIG.2009.5286483"},"pages":"140-147","id":"32548f03-7b00-3096-b94a-9bbdcf48042d","created":"2020-12-14T16:15:52.315Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.315Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"We present a data mining approach to opponent modeling in strategy games. Expert gameplay is learned by applying machine learning techniques to large collections of game logs. This approach enables domain independent algorithms to acquire domain knowledge and perform opponent modeling. Machine learning algorithms are applied to the task of detecting an opponent's strategy before it is executed and predicting when an opponent will perform strategic actions. Our approach involves encoding game logs as a feature vector representation, where each feature describes when a unit or building type is first produced. We compare our representation to a state lattice representation in perfect and imperfect information environments and the results show that our representation has higher predictive capabilities and is more tolerant of noise. We also discuss how to incorporate our data mining approach into a full game playing agent. ©2009 IEEE."},{"title":"Optimal weighted nearest neighbour classifiers","type":"journal","authors":[{"first_name":"Richard J.","last_name":"Samworth"}],"year":2012,"source":"Annals of Statistics","identifiers":{"arxiv":"1101.5783","issn":"00905364","scopus":"2-s2.0-84873393113","sgr":"84873393113","pui":"368272803","doi":"10.1214/12-AOS1049"},"keywords":["Bagging","Classification","Nearest neighbours","Weighted nearest neighbour classifiers"],"pages":"2733-2763","volume":"40","issue":"5","month":10,"id":"37863e15-e2a1-3358-9cf0-cd31aa829abd","created":"2020-12-14T16:15:52.315Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.315Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"We derive an asymptotic expansion for the excess risk (regret) of a weighted nearest-neighbour classifier. This allows us to find the asymptotically optimal vector of nonnegative weights, which has a rather simple form. We show that the ratio of the regret of this classifier to that of an unweighted k-nearest neighbour classifier depends asymptotically only on the dimension d of the feature vectors, and not on the underlying populations. The improvement is greatest when d = 4, but thereafter decreases as d → ∞. The popular bagged nearest neighbour classifier can also be regarded as a weighted nearest neighbour classifier, and we show that its corresponding weights are somewhat suboptimal when d is small (in particular, worse than those of the unweighted k-nearest neighbour classifier when d = 1), but are close to optimal when d is large. Finally, we argue that improvements in the rate of convergence are possible under stronger smoothness assumptions, provided we allow negative weights. Our findings are supported by an empirical performance comparison on both simulated and real data sets. © Institute of Mathematical Statistics, 2012."},{"title":"Intelligent moving of groups in real-time strategy games","type":"conference_proceedings","authors":[{"first_name":"Holger","last_name":"Danielsiek"},{"first_name":"Raphael","last_name":"Sẗuer"},{"first_name":"Andreas","last_name":"Thom"},{"first_name":"Nicola","last_name":"Beume"},{"first_name":"Boris","last_name":"Naujoks"},{"first_name":"Mike","last_name":"Preuss"}],"year":2008,"source":"2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008","identifiers":{"scopus":"2-s2.0-70349274224","sgr":"70349274224","isbn":"9781424429745","pui":"355298775","doi":"10.1109/CIG.2008.5035623"},"pages":"71-78","id":"b88560f9-1b37-3443-a9ea-2fe6164f06bf","created":"2020-12-14T16:15:52.314Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.314Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This paper investigates the intelligent moving and path-finding of groups in real-time strategy (RTS) games exemplified by the open source game Glest. We utilize the technique of Flocking for achieving a smooth and natural movement of a group of units and expect grouping to decrease the amount of unit losses in RTS games. Furthermore, we present a setting in which Flocking will improve the game progress. But we also demonstrate a situation where Flocking fails. To prevent these annoying situations, we combined Flocking with Influence Maps (IM) to find safe paths for the flock in real time. This combination turns out to be an excellent alternative to normal movement in Glest and most likely in other RTS games. ©2008 IEEE."},{"title":"THE USE OF MULTIPLE MEASUREMENTS IN TAXONOMIC PROBLEMS","type":"journal","authors":[{"first_name":"R. A.","last_name":"FISHER"}],"year":1936,"source":"Annals of Eugenics","identifiers":{"issn":"2050-1439","doi":"10.1111/j.1469-1809.1936.tb02137.x"},"pages":"179-188","volume":"7","issue":"2","month":9,"publisher":"Wiley","id":"16783002-b2bb-3731-9d54-9ce5a44bf8cf","created":"2020-12-14T16:15:52.309Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.309Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"When two or more populations have been measured in several characters, special interest attaches to certain functions of the measurements by which the populations are discriminated. At the author's suggestion use has already been made of this fact in craniometry (a) by Mr E. S. Martin, who has applied the principle to the sex differences in measurements of the mandible, and (b) by Miss Mildred Barnard, who showed how to obtain from a series of dated series the particular compound of cranial measurements showing most distinctly a progressive or secular trend. In the present paper the application of the same principle will be illustrated on a taxonomic problem; some questions connected with the precision of the processes employed will also be discussed."},{"title":"Support-vector networks","type":"journal","authors":[{"first_name":"Corinna","last_name":"Cortes"},{"first_name":"Vladimir","last_name":"Vapnik"}],"year":1995,"source":"Machine Learning","identifiers":{"issn":"0885-6125","doi":"10.1007/bf00994018"},"pages":"273-297","volume":"20","issue":"3","month":9,"publisher":"Springer Science and Business Media LLC","id":"a59244ea-df29-39c5-aba8-9f7fef49f11e","created":"2020-12-14T16:15:52.307Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:55.439Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"In this paper, the optimal margin algorithm is generalized\\nto non-separable problems by the introduction of slack\\nvariables in the statement of the optimization problem."},{"title":"An introduction to kernel and nearest-neighbor nonparametric regression","type":"journal","authors":[{"first_name":"N. S.","last_name":"Altman"}],"year":1992,"source":"American Statistician","identifiers":{"issn":"15372731","scopus":"2-s2.0-0000581356","sgr":"0000581356","pui":"449304984","doi":"10.1080/00031305.1992.10475879"},"keywords":["Confidence intervals","Local linear regression","Model building","Model checking","Smoothing"],"pages":"175-185","volume":"46","issue":"3","id":"c2eb5633-2d49-3401-a801-77af49969036","created":"2020-12-14T16:15:52.307Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:52.307Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Nonparametric regression is a set of techniques for estimating a regression curve without making strong assumptions about the shape of the true regression function. These techniques are therefore useful for building and checking parametric models, as well as for data description. Kernel and nearest-neighbor regression estimators are local versions of univariate location estimators, and so they can readily be introduced to beginning students and consulting clients who are familiar with such summaries as the sample mean and median. © 1992 American Statistical Association."},{"title":"A machine learning approach to predict the winner in StarCraft based on influence maps","type":"journal","authors":[{"first_name":"Antonio A.","last_name":"Sánchez-Ruiz"},{"first_name":"Maximiliano","last_name":"Miranda"}],"year":2017,"source":"Entertainment Computing","identifiers":{"issn":"18759521","scopus":"2-s2.0-85002728568","sgr":"85002728568","pui":"613558783","pii":"S1875952116300647","doi":"10.1016/j.entcom.2016.11.005"},"keywords":["Influence maps","Machine learning","Prediction","Real-Time Strategy Games","StarCraft"],"pages":"29-41","volume":"19","month":3,"publisher":"Elsevier B.V.","day":1,"id":"c87932fb-2452-3d69-8d9f-3556ed09a4e4","created":"2020-12-14T16:15:20.441Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:15:25.577Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Real-Time Strategy games are very popular test beds for Artificial Intelligence (AI) researchers because they provide complex and controlled environments on which to test different AI techniques. In this paper we play the role of an external observer that tries to predict who is going to win from the events occurring during the game. In order to predict the outcome of the game, we model the game states using influence maps. Influence maps are numerical matrices representing the influence of each player's army in the map, and they are useful for different types of spatial reasoning. We test different machine learning techniques on two different datasets of StarCraft games. The first dataset contains 4-player games in which the players are controlled by the internal game AI. The second dataset contains 2-player human games from specialized websites. We analyze the similarities and differences between both datasets and the performance of each algorithm. Finally, we perform a small experiment with expert players and conclude that our system reaches a level of precision similar to the human judges, although human judges base their predictions on a much more complex and abstract set of game features."},{"title":"Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual","type":"thesis","authors":[{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"},{"first_name":"Adriana del","last_name":"Castillo Espejo-Saavedra"},{"first_name":"Raúl","last_name":"Serrano Gómez"}],"year":2020,"keywords":["Informática"],"id":"ae81244a-0579-3b5e-88d5-8460d91db4c9","created":"2020-12-14T16:13:39.803Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-15T10:36:51.439Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El año 2016 supuso la reaparición de una ola de productos de Realidad Virtual a la que se unirían grandes empresas como Facebook, Sony o HTC y que pondría énfasis en las aplicaciones para la industria del entretenimiento. Desde entonces se suceden los avances tecnológicos, de accesibilidad y de jugabilidad que tratan de ser explotados en el mundo del videojuego comercial.\nLas nuevas tecnologías permiten hoy alcanzar un nivel de inmersión aún mayor que el de los videojuegos convencionales. Para aprovecharlo, debemos mantener la sensación de presencia durante toda la experiencia. En particular, algo que el jugador desea es poder interactuar con los personajes del juego, que sean percibidos como entes inteligentes, atentos y reactivos antes nuestras acciones y nuestra presencia, lo cual es raro de encontrar en los videojuegos actuales. Para crear este tipo de personajes es clave el uso de técnicas de Inteligencia Artificial.\nEl objetivo de este proyecto es construir una herramienta para Unity que facilite el diseño y desarrollo de personajes sociales mediante la definición de un conjunto de eventos básicos ante los que el personaje debe ser capaz de dar respuesta, y permitiendo su extensibilidad a todo tipo de comportamientos específicos de un título concreto.\nEl análisis y diseño de los objetivos propuestos concluyó en el paquete de tareas y comportamientos para personajes no jugables denominado Social Presence VR. Además, su eficacia ha sido comprobada mediante test A/B con usuarios. La herramienta es gratuita y se encuentra disponible en la plataforma GitHub."},{"title":"Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/61964/"],"id":"a7ffa73a-bea6-3ef7-9b10-b0407cf7a4ec","created":"2020-12-14T16:13:39.726Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:13:39.953Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques","type":"journal","authors":[{"first_name":"Javier","last_name":"Druet Honrubia"},{"first_name":"Luis Alfonso","last_name":"González de la Calzada"},{"first_name":"Javier","last_name":"Druet Honrubia"},{"first_name":"Luis Alfonso","last_name":"González de la Calzada"}],"year":2017,"keywords":["Inteligencia artificial"],"id":"b559c82e-7bd6-3153-8fd1-c9948bbaab1b","created":"2020-12-14T16:13:31.164Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:13:31.565Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Gracias al avance de la tecnología y a una mayor disponibilidad de las herramientas, en estos últimos años hemos visto aparecer un gran número de proyectos de videojuegos desarrollados por estudios independientes. Algunos géneros tradicionales, como los juegos de plataformas o los de disparos en primera persona, cuentan con entornos de desarrollo específicos y muy potentes, que permiten prototipar ideas en cuestión de horas. Sin embargo, otros géneros de mayor variabilidad, como el de los juegos de rol, no cuentan con herramientas tan maduras y estables dentro de los motores de videojuegos de última generación.\nCon el objetivo de ayudar a estos creadores independientes que desean desarrollar videojuegos de este género, se ha extendido una herramienta preexistente llamada IsoUnity, pensada para crear escenarios isométricos compuestos por bloques. Este proyecto amplía su funcionalidad, tanto a nivel de código como de herramientas de edición, para que se puedan crear con facilidad juegos de rol táctico con movimiento, combate por turnos y vista en perspectiva isométrica, al estilo de clásicos como Final Fantasy Tactics.\nCon el objetivo de ofrecer a los usuarios una herramienta actual y versátil, se han estudiado y analizado un conjunto representativo de juegos del sector y en base a ese estudio se ha desarrollado el proyecto tratando de incorporar la mayoría de elementos comunes a todos, siguiendo una metodología clásica de análisis, diseño, implementación y prueba que ha dado lugar a un prototipo plenamente funcional que ilustra las posibilidades de esta herramienta. Actualmente el prototipo está en su primera versión (v 1.0), pero se estudia y ofrece la continua mejora de éste.\nEste prototipo en su primera versión oficial ofrece las características más destacadas del conjunto de juegos estudiados haciendo hincapié en el sistema de turnos, la creación de personajes y habilidades y el movimiento de personajes basado en celdas desarrollado en IsoUnity."},{"title":"Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/45231/"],"id":"86a4291b-fa5a-3d8c-904d-382f2e16139b","created":"2020-12-14T16:13:31.131Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:13:31.341Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final","type":"journal","authors":[{"first_name":"José Javier","last_name":"Cortés Tejada"},{"first_name":"José Javier","last_name":"Cortés Tejada"}],"year":2020,"keywords":["Informática"],"id":"22fcdf2e-6818-3d2b-ae2b-72310be6dd63","created":"2020-12-14T16:13:19.089Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:13:19.268Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La industria del videojuego ha crecido exponencialmente en los últimos años. Como consecuencia de esta evolución, los entornos de desarrollo se han convertido en herramientas cada vez más complejas centradas en las características comunes de los videojuegos comerciales modernos.\nEste fenómeno ha propiciado la aparición de herramientas que no requieren conocimientos técnicos para que los usuarios las usen, haciendo el desarrollo de videojuegos accesible a todo el mundo. Debido al alto interés en este tipo de software hemos decidido desarrollar TRPG Maker, una herramienta intuitiva y autocontenida enfocada en el desarrollo de un género concreto de videojuegos para el usuario final.\nEl diseño de esta aplicación se centra en facilitar la creación de videojuegos de rol táctico a aquellos usuarios sin conocimientos de programación o sin interés en la parte técnica del desarrollo de videojuegos.\nJunto con el desarrollo de la herramienta hemos llevado a cabo un proceso de diseño y desarrollo basándonos en los principios de desarrollo para el usuario final y hemos realizado una primera validación experimental con usuarios reales para determinar el grado de utilidad y comodidad del prototipo, así como para detectar fallos y descubrir posibles mejoras para esta herramienta. Por último, la realimentación obtenida ha sido usado para crear una versión del producto más completa, comparable en rasgos generales con herramientas similares que encontramos en el mercado, se ha publicado y puesto a disposición de la comunidad para su uso gratuito."},{"title":"Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final Creation of Tactical Role-Playing Games using Tools for End-User Development - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/62463/"],"id":"3be79ee4-0a43-32b0-b3ed-c12bdaa0318c","created":"2020-12-14T16:13:19.062Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:13:19.243Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual","type":"journal","authors":[{"first_name":"Jorge","last_name":"Algaba Aranda"},{"first_name":"Manuel","last_name":"Hernández Nájera-Alesón"},{"first_name":"Jorge","last_name":"Algaba Aranda"},{"first_name":"Manuel","last_name":"Hernández Nájera-Alesón"}],"year":2019,"keywords":["Informática"],"id":"f4573d41-6d39-3520-a5ac-d1b253832b27","created":"2020-12-14T16:12:59.431Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:12:59.697Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La comunicación es una de las capacidades fundamentales del ser humano, importante en prácticamente cualquier faceta de nuestra vida personal y laboral. Si queremos convencer a otros de nuestras ideas o venderles un producto o servicio, no sólo es importante el contenido del mensaje sino también el modo en que este se transmite. Para entrenar habilidades sociales como esta disponemos hoy día de una tecnología que nos permite simular situaciones reales como nunca antes ha sido posible. Esta tecnología son los nuevos dispositivos y aplicaciones de Realidad Virtual.\nEl objetivo de este trabajo es simular mediante dicha tecnología la presentación oral de un discurso breve ante el público. El sistema a desarrollar no sólo deberá realizar esta simulación sino que deberá analizar y evaluar de manera cuantitativa la confianza y capacidad de hablar en público que tiene el usuario, validando estos resultados mediante comparación con los del test estandarizado Personal Report of Confidence as a Speaker (PRCS).\nUtilizando Unity, Python y otras herramientas, hemos desarrollado esta aplicación de simulación, estudio y medición de datos en Realidad Virtual. Concretamente hemos reproducido una sala de reuniones donde se sitúa el jugador, en el papel de un desarrollador independiente de videojuegos, frente a tres personajes que representan editores de la industria del videojuego, y teniendo que dar un discurso breve (o pitch) para convencerles de que financien su próximo proyecto.\nDurante un breve lapso de tiempo (1 minuto), y gracias al casco y los controladores manuales de Realidad Virtual, se miden algunas características del discurso que ejecuta el usuario: sonoridad, emociones presentes en su tono de voz, movimiento de las manos y tiempo de contacto visual entre el usuario y su público.\nLos experimentos realizados para validar el sistema comienzan siempre con una introducción al entorno virtual, a lo que sigue la realización del discurso libre y que finaliza con la contestación del usuario a las preguntas del test PRCS.\nApoyándonos en las medidas obtenidas de un reducido conjunto de usuarios, hemos diseñado una primera fórmula que trata de predecir de manera heurística el resultado que va a obtener un usuario en el PRCS en base a los resultados obtenidos en la simulación.\nComo conclusión, creemos que este ejercicio de desarrollo, obtención de datos, análisis y representación visual e interpretación de los mismos, puede ser de utilidad para futuras investigaciones tanto en el campo de la Realidad Virtual como en el entrenamiento de habilidades como la comunicación oral."},{"title":"Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/56666/"],"id":"c83a001a-1ba8-3049-b68f-c067871921c5","created":"2020-12-14T16:12:59.407Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:12:59.668Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity","type":"journal","authors":[{"first_name":"Jaime María","last_name":"Bas Domínguez"},{"first_name":"Álvaro","last_name":"Cuevas Álvarez"},{"first_name":"Alejandro","last_name":"García Montero"},{"first_name":"Juan","last_name":"Gómez-Martinho González"},{"first_name":"Irene","last_name":"González Velasco"},{"first_name":"Jaime María","last_name":"Bas Domínguez"},{"first_name":"Álvaro","last_name":"Cuevas Álvarez"},{"first_name":"Alejandro","last_name":"García Montero"},{"first_name":"Juan","last_name":"Gómez-Martinho González"},{"first_name":"Irene","last_name":"González Velasco"}],"year":2019,"keywords":["Informática"],"id":"6c44e917-2f40-3e83-8d3f-a39a74c4bcef","created":"2020-12-14T16:12:49.960Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:12:50.159Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Si bien existen multitud de aproximaciones técnicas para desarrollar Inteligencia Artificial, la simulación de personajes con comportamiento realista sigue siendo un gran reto para los desarrolladores de videojuegos, sobre todo si se quieren evitar inabarcables máquinas de estados o árboles de comportamiento.\nDesde el punto de vista del diseñador, sería más sencillo olvidarse de predecir y programar todas las situaciones posibles y diseñar en torno a tres aspectos fundamentales de cada personaje: qué es lo que cree sobre su entorno, qué metas desea alcanzar y cuáles son sus intenciones más inmediatas, representadas en forma de planes de actuación. Trabajar bajo este paradigma podría dar lugar a videojuegos dotados de una narrativa emergente con gran potencial.\nBasándonos en dos Trabajos de Fin de Grado anteriores, tomamos como referencia para este proyecto a Jason, el intérprete más popular para implementar sistemas multiagente basados en el modelo de Creencias, Deseos e Intenciones (BDI) implementado en Java y apoyado en el lenguaje declarativo AgentSpeak. Hasta ahora, lo máximo que han logrado otros proyectos es usar Jason como un servidor externo de razonamiento para los agentes, pero esto sigue suponiendo muchos problemas para el programador, como son los tediosos protocolos de comunicación vía sockets, o el manejo, ejecución y depuración de varios entornos de desarrollo simultáneos.\nEl objetivo de nuestro proyecto es agilizar todo el trabajo del programador, permitiendo a la vez diseñar personajes más “humanos” con menor esfuerzo, buscando generar experiencias interactivas más ricas e interesantes. Para ello este trabajo pretende llevar las ideas de Jason a un sistema interno al propio videojuego, con una arquitectura BDI implementada en C# e integrada dentro del entorno de desarrollo de Unity.\nSe ha llevado a cabo el análisis y la reingeniería de Jason, así como el posterior diseño e implementación de “Jasonity”, un sistema multiagente BDI para Unity inspirado en Jason, comprobando mediante pruebas de integridad que el planteamiento es viable como propuesta para programar agentes sencillos, útiles para dar soporte al comportamiento de personajes de videojuegos y de uso más fácil y natural para el programador."},{"title":"Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/56541/"],"id":"7f80d996-5bbb-35c8-8207-19f125c1bfd1","created":"2020-12-14T16:12:49.891Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:12:50.096Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción","type":"journal","authors":[{"first_name":"Víctor","last_name":"García Rodríguez"},{"first_name":"Jesús","last_name":"Menéndez Montejo"},{"first_name":"Víctor","last_name":"García Rodríguez"},{"first_name":"Jesús","last_name":"Menéndez Montejo"}],"year":2018,"keywords":["Informática"],"id":"9886cd28-0872-3031-b0c0-416417f580b9","created":"2020-12-14T16:12:38.167Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:12:38.321Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Crear juegos es a menudo un trabajo complejo que requiere capacidad de abstracción, análisis y meticulosidad. Hoy día el diseño de juegos es una disciplina académica que se imparte y se investiga en universidades de todo el mundo. En el caso concreto de los videojuegos multijugador de deducción, este trabajo se convierte en todo un desafío.\nEste proyecto trata de simplificar la creación e investigación en este tipo de videojuegos proponiendo una herramienta de asistencia para los diseñadores profesionales y para los académicos, que incluso permitirá conectar bots, también llamados jugadores virtuales, en un futuro a través de su API.\nEl objetivo principal es el desarrollo de esta plataforma informática en Unity, DeductionLab, que deberá ser altamente configurable. Como parte de los objetivos está también la creación de un juego de ejemplo, llamado MiceMaze, que ilustra la capacidad de la plataforma para realizar experimentos de forma cómoda y rápida.\nEn el trabajo se estudia el mercado de los juegos, digitales o no, pertenecientes al género de los detectives, la lógica y la deducción. Para el desarrollo del software se utiliza una metodología ágil inspirada en Scrum, con reuniones de seguimiento de todo el equipo cada dos semanas, así como unas herramientas adecuadas tanto para implementar como para gestionar el proyecto.\nComo validación se realizan dos sesiones de prueba con usuarios reales. Esta realimentación permite corregir el enfoque del trabajo y sobre todo mejorar el funcionamiento de la herramienta. El curso académico se ha dividido en tres grandes hitos en los que presentar el trabajo realizado y dejar que sea discutido y evaluado por los miembros del equipo.\nComo conclusión se ha obtenido una primera versión estable de esta plataforma, gratuita y de código libre, que ayudará a todo aquel interesado en explorar el videojuegos multijugador de deducción."},{"title":"Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/48849/"],"id":"ec8a2c0d-a877-36fc-a736-6a7db1f58bcd","created":"2020-12-14T16:12:38.146Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:12:38.332Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity","type":"journal","authors":[{"first_name":"Sergio","last_name":"González Jiménez"},{"first_name":"Sergio","last_name":"González Jiménez"}],"year":2018,"keywords":["Informática"],"id":"368d588e-a72b-3f30-8524-5fe66bd640de","created":"2020-12-14T16:11:30.254Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:11:30.420Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Los videojuegos siempre han querido incorporar personajes autónomos como parte de sus mundos de ficción. El problema de la IA en personajes de videojuego no es tanto el ser avanzada sino que requiere credibilidad, y ser suficientemente expresiva como para que el jugador “entienda” lo que hace el personaje. Un modelo interesante de IA es el que considera lo que el personaje cree saber sobre el mundo, los deseos que tiene y las intenciones que es capaz de desarrollar para satisfacerlos en forma de planes.\nUsar técnicas simbólicas de IA y herramientas pensadas para la depuración de sistemas multiagente con este tipo de arquitecturas puede ayudar a desarrollar y convencer a la industria de que es posible tener personajes inteligentes y capaces de “explicar” sus comportamientos.\nCon el fin de explorar nuevas tecnologías para crear personajes en videojuegos, se propone utilizar el modelo de Creencias-Deseos-Intenciones y una combinación de plataformas (Unity como entorno de desarrollo de videojuegos, y Jason como plataformas para desarrollar y depurar sistemas multiagente BDI) para conseguir personajes inteligentes.\nSe propone para ello un conector UniJason, basado en otro TFG (Sánchez-López, Romero, y Martín-Solís, 2016), con un protocolo mejor definido de mensajes que se intercambian de manera bidireccional, y un diseño genérico aplicable a cualquier tipo de videojuego.\nPara probar este sistema se ha desarrollado un videojuego, Miners of the Broken Planet (en homenaje a la superproducción española de Mercurysteam, Raiders of the Broken Planet). En éste, el jugador puede manejar a distintos personajes, cada uno con un rol, tareas y personalidad diferentes.\nLas pruebas con usuarios reales realizadas confirman que el conector funciona, y que el juego también es comprensible para las personas que lo juegan."},{"title":"Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/48883/"],"id":"f47764e9-10a7-3968-b663-da52ae4087ed","created":"2020-12-14T16:11:30.251Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:11:30.419Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine","type":"journal","authors":[{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"},{"first_name":"Diego","last_name":"Romero-Hombrebueno Santos"},{"first_name":"Mario","last_name":"Sánchez Blanco"},{"first_name":"José Manuel","last_name":"Sierra Ramos"}],"year":2020,"keywords":["Informática"],"id":"f10826c5-3b49-3222-bc2d-c21952019aec","created":"2020-12-14T16:11:19.195Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:11:19.461Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La inteligencia artificial es uno de los pilares fundamentales sobre los que se ha asentado la industria de los videojuegos. Por este motivo, gran parte de los recursos empleados en el desarrollo de un videojuego son destinados al ámbito relacionado con la simulación de inteligencia y, especialmente, a mejorar el comportamiento de los personajes no jugadores. \nSin embargo, no todos los estudios disponen de los mismos medios para hacer frente a los costes asociados al desarrollo de inteligencia artificial. Esto provoca que las pequeñas compañías o desarrolladores independientes tengan que recurrir en muchas ocasiones a obtener recursos a través de tiendas de contenidos. El problema surge con la falta de recursos de calidad relacionados con inteligencia artificial en dichas tiendas. \nPara solucionar este problema, hemos creado una herramienta para Unreal Engine que permite llevar a cabo la planificación automática, bajo una arquitectura GOAP, del comportamiento en personajes no jugadores de una manera sencilla. Esta herramienta ha sido desarrollada como code plugin, lo que permite que sea incluida fácilmente en cualquier proyecto, y se ha publicado en la tienda de recursos de Unreal Engine, para hacerla más accesible a cualquier desarrollador."},{"title":"Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine Automatic planning for video game characters behavior as Unreal Engine plugin - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/61720/"],"id":"6a8c432a-8cc5-3e05-9459-5130f34dc177","created":"2020-12-14T16:11:19.129Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:11:19.490Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Development of a User-Friendly Application for Creating Tactical Role-Playing Games","type":"report","authors":[{"first_name":"José Javier","last_name":"Cortés"},{"first_name":"Federico","last_name":"Peinado"}],"year":2020,"keywords":["Centered","Design ·","Engineering ·","Entertainment","Game","Interactive","Maker ·","Software","Tools ·","User","Video"],"websites":["www.narratech.com"],"id":"087b4dfa-e9d9-3b9e-adf6-95236b8933f6","created":"2020-12-14T16:11:04.718Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:11:07.469Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Video Game Industry has grown exponentially in the last years. As a consecuence of this evolution, development environments have become more complex toolkits focused on the many features that are common in modern video games. This phenomenon has allowed the emergence of tools that non-technical users can use, making video game development accessible to virtually everyone. Due to the high interest on this type of tools we have decided to develop TRPG Maker, an intuitive and self-contained tool focused on the development of tactical role-playing games for non-technical users without interest on develop-ment's technical details. Along with the development of the tool we have carried out a first experimental validation with real users to determine the degree of usefulness and comfort of the tool, as well as to detect failures and discover possible improvements. Finally, the feedback obtained has been used to create a more complete version of the product, which has been published and made available to the community for free use."},{"title":"(No Title)","type":"web_page","websites":["http://ceur-ws.org/Vol-2719/paper12.pdf"],"id":"d56a478a-506a-3403-bc1a-2d5f4cd4fbda","created":"2020-12-14T16:11:04.714Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:11:04.895Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Towards Basic Emotion Recognition using Players Body and Hands Pose in Virtual Reality Narrative Experiences","type":"report","authors":[{"first_name":"Gabriel","last_name":"Peñas"},{"first_name":"Federico","last_name":"Peinado"}],"keywords":["Affective Computing","Dialog System","Feelings Analysis","Human Pose Recognition","Human-Computer Interaction","Interactive Narrative"],"websites":["www.narratech.com"],"id":"95924e4b-eee3-3c05-859e-b7191c6a63d0","created":"2020-12-14T16:10:47.918Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:10:50.123Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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 neu-ral 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":"(No Title)","type":"web_page","websites":["http://ceur-ws.org/Vol-1957/CoSeCiVi17_paper_7.pdf"],"id":"6527bf50-0df8-3ad6-9509-321bb440c7ad","created":"2020-12-14T16:10:47.915Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:10:48.105Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Developing an Automated Planning Tool for Non-Player Character Behavior","type":"report","authors":[{"first_name":"Diego","last_name":"Romero"},{"first_name":"Mario","last_name":"Sánchez"},{"first_name":"José Manuel","last_name":"Sierra"},{"first_name":"Maximiliano","last_name":"Miranda"},{"first_name":"Federico","last_name":"Peinado"}],"year":2020,"keywords":["Action","Artificial","Engineering ·","Entertainment","Game","Goal-","Intelligence ·","Interactive","Oriented","Planning ·","Software","Tools ·","Video"],"websites":["www.narratech.com"],"id":"51406d4d-2be0-302e-b878-c3813628b3e8","created":"2020-12-14T16:10:32.780Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:10:35.082Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Artificial intelligence is one of the fundamental pillars on which the video game development is settled. For this reason, there are tools used in the production of a video game specifically designed for the simulation of intelligence, in order to improve the behavior of non-player characters. However, only few companies have enough resources for dealing with innovation in the field of artificial intelligence. This causes that small companies or independent developers often have to rely on well-known techniques that are available by default in game engines or asset stores. Unfortunately, there is a lack of quality resources related to classic techniques of artificial intelligence. To solve this problem, we have develop a tool for Unreal Engine that allows automated planning for non-player characters in a simple way, using a Goal-Oriented Action Planning architecture. This tool has been developed as a code plugin, allowing it to be easily included in any project, and it has been published as a free asset, to make it more accessible to researchers and developers."},{"title":"(No Title)","type":"web_page","websites":["http://ceur-ws.org/Vol-2719/paper7.pdf"],"id":"a16f2e9d-0b15-389a-ab34-df350912610d","created":"2020-12-14T16:10:32.772Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:10:32.922Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Who Trains the Trainers? Towards a Flight Instructors Simulator based on Training Scenarios","type":"report","authors":[{"first_name":"Alfredo","last_name":"Hernández"},{"first_name":"Rubén","last_name":"Dapica"},{"first_name":"Federico","last_name":"Peinado"}],"year":2020,"keywords":["Aerospace","Assessment","Competencies ·","Educational","Flight","Industry ·","Simulator ·","Soft-ware ·"],"websites":["www.narratech.com"],"id":"e1b8eed8-54b9-3bee-83a6-c8725e72f7ac","created":"2020-12-14T16:10:07.656Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:10:10.659Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"Despite all the technological improvements that exist in the aeronautical sector, the majority of accidents are due to human factors. That is why in recent years, the International Civil Aviation Organization has been promoting a new training paradigm that integrates all kinds of skills in crew performance, both technical and non-technical. The training in each session is specific to the training needs of each pilot, all based on the data obtained in both real operations and training. This alternative paradigm is called Evidence-Based Training. In this training paradigm, pilots are subjected to situations specifically designed to test and improve their specific skills. The design of these scenarios is not trivial and is highly dependant on the ability of the flight instructor, who does usually not have much time to generate new and adapted material for each pilot. In this paper we propose the design of a Flight Instructors Simulator that could assist in the training and assessment of these professionals, assuming the mentioned terms."},{"title":"(No Title)","type":"web_page","websites":["http://ceur-ws.org/Vol-2719/paper21.pdf"],"id":"ba42c22b-8dfc-3f21-8fdd-d0e6eff23cb5","created":"2020-12-14T16:10:07.480Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:10:07.651Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Pac-Man or Pac-Bot? Exploring Subjective Perception of Players' Humanity in Ms. Pac-Man","type":"report","authors":[{"first_name":"Maximiliano","last_name":"Miranda"},{"first_name":"Antonio A","last_name":"Sánchez-Ruiz"},{"first_name":"Federico","last_name":"Peinado"}],"keywords":["Artificial Intelligence","Believable Characters","Entertainment Computing","Pac-Man","Player Simulation","Turing Test","Virtual Humans"],"websites":["http://www.narratech.com"],"id":"314b8b71-1f7e-396a-ba1d-161dfde6150b","created":"2020-12-14T16:09:51.362Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:09:53.452Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"(No Title)","type":"web_page","websites":["http://ceur-ws.org/Vol-1957/CoSeCiVi17_paper_17.pdf"],"id":"317a7886-cd16-31e7-8e3e-18f8b42e3ed9","created":"2020-12-14T16:09:51.361Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:09:51.642Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"(No Title)","type":"web_page","websites":["https://d1wqtxts1xzle7.cloudfront.net/54427425/Well-Played-v6n2-17-web.pdf?1505347206=&response-content-disposition=inline%3B+filename%3DThe_curious_world_of_The_Hobbit_an_early.pdf&Expires=1607965485&Signature=LwoFINAtLleBSPMizi1aVv7sciOVnR-cIqzCL7aRoenH1sK6MlSEV2WOr3CqguaxCiwnhrPoyjc7LgYeD~~c5F9qBdC3rA7KcLuSIPbjgf2Mb7If4623CMECl9D2dRa5yU5zlRcjj22LIEh4NmRU6ZsENowXLbQMAnIXoHrhkGf7kLqOy29Curvi~X~JuToRqTxGdZOVbBh9st5LgstUc1WgOMtyQugvyU9o5otLXdQtTYIy1VuyR~juOqQl21m7pA~6qTYFUoDdk6kw72SIiz4Q40zcHZA4g-ro7oFV-SxvxmizPWPjs7W-gU7SK-nq49RyfPztNgBS1gwNBbqmtA__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA#page=37"],"id":"c6f45c5c-8eb2-306a-8ace-572f1ff9192a","created":"2020-12-14T16:08:46.987Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:08:47.169Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"WELL PLAYED","type":"report","authors":[{"first_name":"Clara","last_name":"Fernández-Vara"},{"first_name":"Bennett","last_name":"Foddy"}],"websites":["www.etc.cmu.edu/"],"id":"f7d08faf-c682-3706-bc90-af90f49a74cd","created":"2020-12-14T16:08:46.985Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:09:07.756Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game","type":"report","authors":[{"first_name":"Maximiliano","last_name":"Miranda"},{"first_name":"Antonio A","last_name":"Sánchez-Ruiz"},{"first_name":"Federico","last_name":"Peinado"}],"keywords":["Artificial Intelligence","Artificial Neural Networks","Evolutionary Computing","Genetic Algorithms","Human Behaviour Imitation","Machine Learning","Virtual Video Game Player"],"websites":["http://www.narratech.com"],"id":"af22e48a-ce91-3659-8fb4-0ad814726023","created":"2020-12-14T16:08:24.662Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:08:26.985Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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 phenomeno-logical 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 machine-controlled 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":"(No Title)","type":"web_page","websites":["http://ceur-ws.org/Vol-1682/CoSeCiVi16_paper_12.pdf"],"id":"4b0bdbe6-4a16-3dab-94fd-d1e8857b44b0","created":"2020-12-14T16:08:24.661Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:08:24.850Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos","type":"journal","authors":[{"first_name":"Jorge","last_name":"Osorio González"},{"first_name":"Federico","last_name":"Peinado Gil"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/v1i2.26"},"pages":"63-76","volume":"1","issue":"2","month":12,"publisher":"Communication and Methods","day":18,"id":"ac459d4b-0513-3bb6-9f20-2d3bc210b6c5","created":"2020-12-14T16:07:59.128Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:08:02.274Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El presente artículo pretende desarrollar una metodología utilizada para el análisis comunicativo basada en la psicología motivacional. Se centra en desgranar la estructura conductual localizando los factores que pudieran influir sobre el discurso. Es una metodología de carácter cualitativo compuesta por métodos conocidos como la encuesta y la entrevista en profundidad. la innovación se centra en el análisis de datos utilizando una herramienta metodológica denominada protocolo de análisis motivacional. Este protocolo extrae elementos pertenecientes a la Teoría de la Autodeterminación desarrollada por Ryan & Deci (2000) la cual fue adaptada para el análisis del discurso recogido mediante entrevistas en profundidad. Dicha herramienta está compuesta por cinco partes o fases: Localización de palabras clave, análisis de la necesidad predominante, Análisis del grado de interiorización motivacional y análisis de los factores de influencia derivados del análisis. Tras su aplicación detectamos redundancias en las palabras clave que sirven como indicios para localizar determinados tipos de conducta. Presentamos una estandarización de estos términos como muestra para la creación de una metodología que nos permita analizar grandes volúmenes de información en busca de conductas concretas para de ese modo poder planificar así como optimizar la comunicación hacia perfiles determinados. Si conocemos las motivaciones del interlocutor, el refinamiento del discurso dirigido al mismo aumentará pudiendo generar comunicaciones más eficaces que mantengan la atención y presenten las ideas o informaciones a transmitir con mayor precisión."},{"title":"Hacia una herramienta metodológica que optimice la eficacia del discurso: un caso de estudio aplicado a usuarios de videojuegos Towards a methodological tool for optimizing the efficacy of discourse analysis: a case study with video gamers - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/58649/"],"id":"546656a1-6dae-36a2-8fd5-9160701a88a7","created":"2020-12-14T16:07:59.125Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:07:59.528Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Retos para diseñar una metodología para el estudio de la historia del videojuego en España | Comunicación y Métodos","type":"web_page","websites":["http://www.comunicacionymetodos.com/index.php/cym/article/view/35"],"id":"578bd54d-9bd2-3ca8-86e6-48e1896e992d","created":"2020-12-14T16:07:38.101Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:07:38.293Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Retos para diseñar una metodología para el estudio de la historia del videojuego en España","type":"journal","authors":[{"first_name":"Jaume","last_name":"Esteve"},{"first_name":"Federico","last_name":"Peinado"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/v1i2.35"},"keywords":["españa","historia","investigación","metodología","videojuego"],"pages":"181-195","volume":"1","issue":"2","websites":["https://doi.org/10.35951/v1i2.35"],"month":12,"publisher":"Communication and Methods","day":24,"id":"467487d9-d895-3eda-a926-bd15e6419560","created":"2020-12-14T16:07:38.096Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:07:41.701Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El estudio de la historia del videojuego en España cuenta con diversos problemas a la hora de enfrentarnos a él. La ausencia de datos tanto de empresas productoras ya desaparecidas como en activo, así como la falta de registros centralizados a través de los organismos que representan y aglutinan al sector (AEVI y DEV) obligan a que este estudio deba apoyarse a menudo en fuentes de transmisión oral, con lo que ello implica en cuanto a inexactitudes y carencia de información veraz y contrastada. Tras más de una década de trabajo sobre esta materia realizando entrevistas y recopilando datos, consideramos haber identificado los retos principales a los que se enfrenta el sector y ser capaces de proponer una serie de medidas que sería pertinente poner en marcha para allanar el camino a la realización de estudios e investigaciones más rigurosas y de mayor calado sobre la historia del entretenimiento interactivo."},{"title":"Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos","type":"journal","authors":[{"first_name":"Jorge","last_name":"Osorio González"},{"first_name":"Federico","last_name":"Peinado Gil"}],"year":2019,"source":"Communication & Methods","identifiers":{"doi":"10.35951/v1i2.26"},"keywords":["MMORPG","Metodología","Palabras clave: Comunicación","Psicología Motivacional","Videojuegos"],"pages":"63-76","volume":"1","issue":"2","websites":["https://doi.org/10.35951/v1i2.26"],"month":12,"publisher":"Communication and Methods","day":18,"id":"2b0e5e0e-dc06-38cb-a9f0-771143e88e6c","created":"2020-12-14T16:07:19.282Z","accessed":"2020-12-14","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:07:22.245Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"El presente artículo pretende desarrollar una metodología utilizada para el análisis comunicativo basada en la psicología motivacional. Se centra en desgranar la estructura conductual localizando los factores que pudieran influir sobre el discurso. Es una metodología de carácter cualitativo compuesta por métodos conocidos como la encuesta y la entrevista en profundidad. la innovación se centra en el análisis de datos utilizando una herramienta metodológica denominada protocolo de análisis motivacional. Este protocolo extrae elementos pertenecientes a la Teoría de la Autodeterminación desarrollada por Ryan & Deci (2000) la cual fue adaptada para el análisis del discurso recogido mediante entrevistas en profundidad. Dicha herramienta está compuesta por cinco partes o fases: Localización de palabras clave, análisis de la necesidad predominante, Análisis del grado de interiorización motivacional y análisis de los factores de influencia derivados del análisis. Tras su aplicación detectamos redundancias en las palabras clave que sirven como indicios para localizar determinados tipos de conducta. Presentamos una estandarización de estos términos como muestra para la creación de una metodología que nos permita analizar grandes volúmenes de información en busca de conductas concretas para de ese modo poder planificar así como optimizar la comunicación hacia perfiles determinados. Si conocemos las motivaciones del interlocutor, el refinamiento del discurso dirigido al mismo aumentará pudiendo generar comunicaciones más eficaces que mantengan la atención y presenten las ideas o informaciones a transmitir con mayor precisión."},{"title":"Hacia una herramienta metodológica que optimice la eficacia del discurso | Comunicación y Métodos","type":"web_page","websites":["http://www.comunicacionymetodos.com/index.php/cym/article/view/26"],"id":"0087d9e3-d9ea-3a3b-9f73-b406d90df88e","created":"2020-12-14T16:07:19.281Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:07:19.417Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención","type":"journal","authors":[{"first_name":"Alejandro","last_name":"Sánchez López"},{"first_name":"Fernando","last_name":"Romero de la Morena"},{"first_name":"Hector","last_name":"Martín Solís"},{"first_name":"Alejandro","last_name":"Sánchez López"},{"first_name":"Fernando","last_name":"Romero de la Morena"},{"first_name":"Hector","last_name":"Martín Solís"}],"year":2016,"keywords":["Inteligencia artificial","Sistemas expertos"],"id":"bf1a74a2-bc31-317e-b05c-04c17bf3d091","created":"2020-12-14T16:03:59.702Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:03:59.926Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"La industria del videojuego ha avanzado a grandes pasos durante los últimos años respecto a la creación de \"inteligencia artificial\" para sus personajes, afirmando siempre que la utilizan para dotar de realismo y credibilidad a sus personajes. Sin embargo este concepto ha variado sustancialmente año tras año, y aún hoy, la inteligencia que encontramos en los personajes está lejos de lo que uno podría esperar de ello, incluso lejos de lo ya estudiado y conocido en la correspondiente disciplina académica. En el afán por desarrollar personajes que sean realmente autónomos y tomen sus propias decisiones tras razonar acerca de lo que ocurre en el juego, en este trabajo porponemos un sistema capaz de dotar de control autónomo a los personajes de un videojuego y con potencial para mostrar una mayor inteligencia. Para ello conectamos un armazón de desarrollo de videojuegos llamado IsoUnity, desarrollado sobre el entorno Unity, con un sistema multi-agente llamado Jason e implementado en Java, que utiliza el conocido modelo cognitivo Creencia-Deseo-Intención para representar el estado interno de la mente de los agentes, que en nuestro caso serán personajes de videojuego. A la hora de producir un videojuego, se implementa mediante un sistema de agentes inteligentes, con información subjetiva sobre el mundo, objetivos y planes y tareas que realizar, el jugador tendrá una experiencia más plena. Nuestra visión es la de adoptar este sistema en el desarrollo de videojuegos independientes de perspectiva isométrica y recursos sencillos de estilo retro, de ahí el uso de IsoUnity.\nEn esta memoria, además de explicar en detalle nuestro sistema de control, documentamos las pruebas y las adaptaciones que proponemos para llevar a la práctica este concepto, sentando las bases tecnológicas para producir un videojuego completo utilizando este sistema. Siguiendo el camino iniciado en anteriores Trabajos de Fin de Grado de esta Facultad, queríamos continuar en esa línea de trabajo afinando más el concepto y abordando un tema nuevo, el de dotar a los personajes de videojuegos creados con IsoUnity de una autonomía mayor y mejores herramientas de toma de decisión para poder interactuar con su entorno y con otros personajes."},{"title":"Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención - E-Prints Complutense","type":"web_page","websites":["https://eprints.ucm.es/38416/"],"id":"8268c5f6-74cd-3c54-8763-234a05b2d7db","created":"2020-12-14T16:03:59.670Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:03:59.846Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"La realidad virtual y su aplicación en el tratamiento de la demencia: Una revisión de la literatura científica | La Ciencia al Servicio de la Salud","type":"web_page","websites":["http://revistas.espoch.edu.ec/index.php/cssn/article/view/367"],"id":"c59e5348-aab2-33b2-9a57-1ba1df110f86","created":"2020-12-14T16:01:32.749Z","accessed":"2020-12-14","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T16:02:12.007Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"notes":"¡Hablan del Overman!","folder_uuids":["375a04ff-3851-43fd-a5d0-0f61708989fb"],"private_publication":false},{"title":"Interactive Digital Storytelling: Automatic Direction of Virtual Environments","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"Upgrade. Monograph: Virtual Environments","id":"2a87f5bb-de92-36e8-aa5f-45b95194d319","created":"2020-12-14T15:52:44.183Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:52.660Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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":{"issn":"1574020X","doi":"10.1007/s10579-011-9140-5"},"keywords":["Corpus annotation","Emotional categories","Emotional dimensions","Emotional ontology","Text corpora"],"volume":"46","issue":"3","id":"4975fa95-955e-3c8a-aa50-7fa7ea279c26","created":"2020-12-14T15:52:44.100Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:46.767Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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"},"keywords":["Affective computing","Dialog system","Feelings analysis","Human pose recognition","Human-computer interaction","Interactive narrative"],"volume":"1957","id":"74f31e42-640f-361a-99b5-bffaeebb2d8e","created":"2020-12-14T15:52:44.069Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:49.431Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Assessing the novelty of computer-generated narratives using empirical metrics","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Raquel","last_name":"Hervás"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2010,"source":"Minds and Machines. Special Issue on Computational Creativity","pages":"565–588","volume":"20","issue":"4","id":"cf75d5b1-47fe-3de5-b216-6121727e37d0","created":"2020-12-14T15:52:44.068Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:55.578Z","tags":["PEI10assessing"],"read":true,"starred":false,"authored":false,"confirmed":false,"hidden":false,"source_type":"JOUR","short_title":"M&M","folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Ontological Reasoning to Configure Emotional Voice Synthesis","type":"generic","authors":[{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"year":2007,"source":"International Conference on Web Reasoning and Rule Systems","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000247363900007&KeyUID=WOS:000247363900007"],"id":"bfeeaf7c-32f9-3701-8630-5485727a1153","created":"2020-12-14T15:52:44.056Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:53.651Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Mateus","last_name":"Mendes"}],"year":2006,"id":"24ad4fc0-e8f7-300a-9973-50bc597ce4e0","created":"2020-12-14T15:52:44.047Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:51.859Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"keywords":["Affective computing","Automatic text annotation","Knowledge representation","Natural language processing","Ontologies"],"id":"4a5658c3-e47a-3cc9-83e4-0aec810e3bde","created":"2020-12-14T15:52:44.031Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:45.651Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Automatic Customization of Non-Player Characters Using Players Temperament","type":"generic","authors":[{"first_name":"Héctor","last_name":"Gómez-Gauchía"},{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"International Conference on Technologies for Interactive Digital Storytelling and Entertainment","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000245291000025&KeyUID=WOS:000245291000025"],"id":"fc174e25-e51b-3ed1-97c8-dbcde66919f6","created":"2020-12-14T15:52:43.962Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:52.839Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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","keywords":["Automatic generation of puzzles","Game AI","Game architecture design","Interactive storytelling"],"id":"17c99d47-554a-3562-bebb-07c9ee52c950","created":"2020-12-14T15:52:43.895Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:47.419Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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"},"keywords":["Contenidos Digitales","Economía","Gestión Empresarial","Historia del Videojuego","Industria del Videojuego","Videojuego Español"],"volume":"1957","id":"375cd73b-040b-33ca-a4e5-f8bbeef18c3f","created":"2020-12-14T15:52:43.827Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:49.257Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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":"c1ffc766-df51-32f0-b187-45d34ab7fb7e","created":"2020-12-14T15:52:43.796Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:49.625Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"The Role of Automatic Storytellers in Learning Environments","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2007,"source":"Online Working Conference on Narrative and Learning Environments","id":"b2b1fe88-9d07-3ba2-bae9-f45ad9480ac5","created":"2020-12-14T15:52:43.761Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:53.231Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"keywords":["3D audio","Acoustics","Directional sound","Entertainment technology","Spatial attention"],"volume":"1957","id":"a2457629-ed63-319a-ac33-5cf4e60ee79e","created":"2020-12-14T15:52:43.750Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:46.411Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"A Generative and Case-based Implementation of Proppian Morphology","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2005,"source":"Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing","id":"1e8e095a-d85f-306a-b4a9-51721d3b9e45","created":"2020-12-14T15:52:43.738Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:51.467Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"keywords":["Artificial intelligence","Believable characters","Epistemic modal logic","Interactive digital storytelling","Trust systems","Video game design"],"volume":"1394","issue":"January","id":"68781124-c346-31a9-8694-998f37e68d7d","created":"2020-12-14T15:52:43.686Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:48.495Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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"},"keywords":["Artificial intelligence","Believable characters","Entertainment computing","Pac-Man","Player simulation","Turing test","Virtual humans"],"volume":"1957","id":"2ff37859-d7d1-3740-b25c-76b1581fe771","created":"2020-12-14T15:52:43.638Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:46.037Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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"},"keywords":["Interactive Digital Storytelling","Narrative Environments and Game Based Interfaces"],"id":"248ee39c-6e30-35f4-8041-408885d4bbcf","created":"2020-12-14T15:52:43.625Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:46.232Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Creativity Issues in Plot Generation","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2005,"source":"International Joint Conference on Artificial Intelligence. 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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":"La evolución tecnológica de los generadores de historias","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2010,"source":"Congreso Internacional de Videojuegos UCM","id":"0fcbb369-1475-3ad6-9345-b29db4d945a2","created":"2020-12-14T15:52:43.507Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:55.005Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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":{"isbn":"9783319762692","issn":"16113349","doi":"10.1007/978-3-319-76270-8_5"},"keywords":["Affective computing","Dialog system","Feelings analysis","Human pose recognition","Human-computer interaction","Interactive narrative"],"volume":"10714 LNCS","id":"5c0849d3-000a-318d-9d6b-d25800f739ad","created":"2020-12-14T15:52:43.491Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:49.074Z","read":true,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"KIIDSOnto: An OWL DL Ontology for Narrative Reasoning","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2005,"source":"International Protégé Conference.","id":"ada2e7ff-96bf-3b69-bec1-f6acbacb9a44","created":"2020-12-14T15:52:43.396Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:50.697Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"RCEI: An API for Remote Control of Narrative Environments","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"}],"year":2007,"source":"International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling","id":"991f94ec-466b-31a5-8018-faf01bc70cd2","created":"2020-12-14T15:52:43.371Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:53.427Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Narrative Models: Narratology Meets Artificial Intelligence","type":"generic","authors":[{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Birte","last_name":"Lönneker-Rodman"},{"first_name":"Jan Christoph","last_name":"Meister"},{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis","id":"42563ea6-0791-39d8-81f1-811cd24fdda4","created":"2020-12-14T15:52:43.359Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:52.049Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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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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":"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"},"keywords":["Artificial Intelligence","Evolutionary computing","Genetic algorithms","Machine learning","Player simulation","Video game development"],"volume":"1394","issue":"January","id":"f3a29176-075a-3b8d-81b3-1c2f59bbb6e9","created":"2020-12-14T15:52:43.284Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:48.297Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Narración Digital e Interactiva: Dirección automática de entornos virtuales","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"Novática: Entornos Virtuales","id":"d706c0f3-6f99-3e80-85bf-26106a818dda","created":"2020-12-14T15:52:43.215Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:52.239Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"volume":"7648 LNCS","id":"257e27b4-0e63-3be6-b7d3-dd96a53f1643","created":"2020-12-14T15:52:43.213Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:48.678Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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":{"isbn":"9783319762692","issn":"16113349","doi":"10.1007/978-3-319-76270-8_25"},"keywords":["Affective computing","Interactive digital storytelling","Player experience","Procedural content generation","Sound design"],"volume":"10714 LNCS","id":"0c821672-1781-3171-9b38-e19685dd7ac1","created":"2020-12-14T15:52:43.207Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:45.832Z","read":true,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Evaluation of Automatic Generation of Basic Stories","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2006,"source":"New Generation Computing, Computational Paradigms and Computational Intelligence. 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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 Testbed Environment for Interactive Storytellers","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2008,"source":"International Conference on Inteligent Technologies for Interactive 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Entertainment","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000245291000009&KeyUID=WOS:000245291000009"],"id":"9d63c0c1-f24c-3236-b120-df239309f498","created":"2020-12-14T15:52:43.006Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:52.445Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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":{"issn":"14698110","doi":"10.1017/S1351324915000182"},"volume":"22","issue":"2","id":"3c08975f-3425-3537-bb6c-a44128cb81e9","created":"2020-12-14T15:52:42.949Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:45.259Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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":"06cfc8c1-d019-3434-b772-fbc307d694dd","created":"2020-12-14T15:52:42.917Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:50.313Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"volume":"4524 LNCS","id":"ed7e4656-c9b7-3eed-b2d3-ab42c1b4b378","created":"2020-12-14T15:52:42.885Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:46.596Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Transferring game mastering laws to interactive digital storytelling","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"P","last_name":"Gervas"}],"year":2004,"source":"Lecture Notes in Computer Science","identifiers":{"isbn":"3540222839","issn":"03029743"},"pages":"48–54","websites":["http://www.springerlink.com/index/ARNB1NVXE16G6PTJ.pdf"],"publisher":"Springer","id":"26583837-18d8-3e40-9341-23c43ac21693","created":"2020-12-14T15:52:42.859Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:44.840Z","read":true,"starred":true,"authored":false,"confirmed":true,"hidden":false,"notes":"Este fue, creo, mi primer paper... y le guardo especial cariño :)
Nota metida de prueba desde el móvil","folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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."},{"title":"Interactive Storytelling in Educational Environments","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Pablo","last_name":"Moreno-Ger"}],"year":2005,"source":"International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies","id":"2029616e-9145-3f1b-a3a4-eec2fab6cd91","created":"2020-12-14T15:52:42.844Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:51.093Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"A Generic Interface for Controlling Virtual Environments in Interactive Applications","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2008,"source":"International Conference on Computing","id":"43b223b2-df8a-3be2-81da-0c7f2fc80fb6","created":"2020-12-14T15:52:42.842Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:55.191Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning","type":"book","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2020,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783030583415","issn":"16113349","doi":"10.1007/978-3-030-58342-2_17"},"keywords":["Human behavior imitation","Interactive entertainment","Interactive online learning","Learning from Demonstration"],"volume":"12311 LNAI","id":"a0c7176c-6ff5-3d4d-b751-0e8559c7efa6","created":"2020-12-14T15:52:42.842Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:55.769Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false,"abstract":"© 2020, Springer Nature Switzerland AG. The creation of believable characters is one of the most challenging problems in the interactive entertainment industry. Although there are different tools available for designers and programmers to define the behavior of non-player characters, it remains a complex and error prone process that requires a high level of technical knowledge. Learning from Demonstration is a promising field that studies how to build intelligent agents that are able to replicate behaviors, learning from demonstration of human experts. This approach is interesting for developers who do not have a computer science background, alleviating the need of representing tasks and knowledge in a formal way. In this work we present an online and case-based reasoning agent that learns how to imitate real players of Pac-Man using an interactive approach in which both the human player and the computational agent take turns controlling the main character. In our previous work, the agent was in complete control of the learning process so it decided when to give up or regain control of the character. Now the system have been improved so the player can also regain control of the character and go back in time to correct improper behaviors manifested by the agent whenever they are detected. We also present an evaluation of the system performed by three professional video game designers, followed by the main insights we have gained."},{"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"},"keywords":["Artificial intelligence","Artificial neural networks","Evolutionary computing","Genetic algorithms","Human behaviour imitation","Machine learning","Virtual video game player"],"volume":"1682","id":"d8d47fbb-7f4a-3c01-922e-aa2213bb1d26","created":"2020-12-14T15:52:42.755Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:47.220Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"Story Plot Generation based on CBR","type":"journal","authors":[{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Belén","last_name":"Díaz-Agudo"},{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Raquel","last_name":"Hervás"}],"year":2005,"source":"Knowledge-Based Systems. Special issue: AI-2004","identifiers":{"issn":"0950-7051"},"pages":"235-242","volume":"18","issue":"4-5","id":"c7c81014-d0bc-3c29-b04f-3afb86e5fa86","created":"2020-12-14T15:52:42.741Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:44.439Z","tags":["GER05story"],"read":true,"starred":false,"authored":false,"confirmed":false,"hidden":false,"source_type":"JOUR","short_title":"IJKBS","folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2007,"source":"International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling","id":"ab6020b3-779e-38df-9dcb-dc767a2a4a94","created":"2020-12-14T15:52:42.714Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:53.904Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables","type":"thesis","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2008,"source":"Departamento de Ingeniería del Software e Inteligencia Artificial","id":"96a2ce3b-d00f-350a-9cc5-5576d0b4f636","created":"2020-12-14T15:52:42.714Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:54.100Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"keywords":["Affective computing","Interactive digital storytelling in entertainment","Narrative environments","Player modeling"],"volume":"4326 LNCS","id":"c2ae165e-1e9b-37ac-a5d0-8efe4905fae6","created":"2020-12-14T15:52:42.643Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:47.851Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"A Game Architecture for Emergent Story-Puzzles in a Persistent World","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pedro Pablo","last_name":"Gómez-Martín"},{"first_name":"Marco Antonio","last_name":"Gómez-Martín"}],"year":2005,"source":"International Conference of the Digital Games Research Association","id":"945e778f-1d3b-3a44-9163-3db791ac119a","created":"2020-12-14T15:52:42.594Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:51.663Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"title":"De cómo la realidad puede tomar parte en juegos emergentes","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Michael","last_name":"Santorum"}],"year":2006,"source":"La Revista Icono 14","id":"e4a3de40-e4b3-3a29-a7c2-f60bbe6b374e","created":"2020-12-14T15:52:42.586Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:53.035Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"28c1e165-5cd3-3d9f-8ed4-09596881d6b7","created":"2020-12-14T15:52:42.551Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:49.815Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"private_publication":false},{"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"},"keywords":["Head-mounted displays","Human-computer interaction","Interactive multimedia","Virtual environments","Virtual movement"],"volume":"1682","id":"4467519f-c716-32e9-95f6-c4cf088cff3a","created":"2020-12-14T15:52:42.517Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:48.112Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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"},"volume":"3155","id":"bb6ca4d6-a82d-305b-bfab-b2b7bd1ed63a","created":"2020-12-14T15:52:42.511Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:47.644Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"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":{"isbn":"9783642348501","issn":"03029743","doi":"10.1007/978-3-642-34851-8-19"},"keywords":["Edutainment","Motion Sensing","Narrative Videogames","Nonverbal Communication","Theory of Interactive Storytelling","User Interaction"],"volume":"7648 LNCS","id":"d7b5915d-6d59-32ab-bd63-764c2e0b15f0","created":"2020-12-14T15:52:42.503Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-12-14T15:52:48.874Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"folder_uuids":["b85ca17d-acaa-4112-8b22-9afe68939b13"],"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":"\"Who Am 'I' in the Game?\": A Typology of the Modes of Ludic Subjectivity","type":"report","authors":[{"first_name":"Daniel","last_name":"Vella"}],"year":2016,"keywords":["Phenomenology","embodiment","perspective","point-of-view","subjectivity"],"id":"979e80de-b55e-3292-87f7-e54a3eb19b8c","created":"2020-09-29T10:38:46.311Z","accessed":"2020-09-29","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-09-29T10:38:48.342Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"In order to arrive at an understanding of the formal structures by which an 'I' is established for the player towards the gameworld, this paper proposes a typology of the various modes of ludic subject-positioning. It highlights the ways in which each mode of ludic subject-positioning uses specific formal mechanisms to structure the player's experience of the gameworld around a particular subjective , presenting relevant examples in each case."},{"title":"(17) (PDF) Measuring Presence: The Temple Presence Inventory","type":"web_page","websites":["https://www.researchgate.net/publication/228450541_Measuring_Presence_The_Temple_Presence_Inventory"],"id":"cd25309a-355f-3edc-9569-aebb2d79b94b","created":"2020-05-29T23:00:27.080Z","accessed":"2020-05-30","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-05-29T23:00:27.080Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Protege4Pizzas10Minutes - Protege Wiki","type":"web_page","websites":["https://protegewiki.stanford.edu/wiki/Protege4Pizzas10Minutes"],"id":"fcfbf2a3-71b9-366b-a942-743d23caeb86","created":"2020-04-10T10:46:35.370Z","accessed":"2020-04-10","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-04-10T10:46:35.370Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A naturalistic decision making perspective on studying intuitive decision making","type":"journal","authors":[{"first_name":"Gary","last_name":"Klein"}],"year":2015,"source":"Journal of Applied Research in Memory and Cognition","identifiers":{"issn":"22113681","scopus":"2-s2.0-84942294831","sgr":"84942294831","pui":"605414795","pii":"S2211368115000364","doi":"10.1016/j.jarmac.2015.07.001"},"keywords":["Experience","Expertise","Intuition","Naturalistic decision making","Tacit knowledge"],"pages":"164-168","volume":"4","issue":"3","month":9,"publisher":"Elsevier Inc.","day":1,"id":"c6e4e43c-85e7-377c-8e65-93cabdb88676","created":"2020-04-06T15:34:59.985Z","accessed":"2020-04-06","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-04-06T15:35:02.883Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The Naturalistic Decision Making (NDM) community defines intuition as based on large numbers of patterns gained through experience, resulting in different forms of tacit knowledge. This view contrasts with Fast and Frugal Heuristics (FFH) researchers, who view intuition in terms of general purpose heuristics. The NDM view also differs from the Heuristics and Biases (HB) community, which sees intuitions as a source of bias and error. Seven suggestions are offered to assist the FFH and H&B communities in improving intuitive decision making and in conducting research that has greater potential for application.Rather than trying to help people analyze which option to choose, the NDM community recommends that intuitions be strengthened by providing a broader experience base that lets people build better tacit knowledge, such as perceptual skills and richer mental models, as a means of achieving better decisions."},{"title":"Virtual Reality RPG Spoken Dialog System","type":"report","authors":[{"first_name":"Einir","last_name":"Einisson"},{"first_name":"Gísli","last_name":"Böðvar"},{"first_name":"Guðmundsson","last_name":"Steingrímur"},{"first_name":"Arnar","last_name":"Jónsson"},{"first_name":"Hannes","last_name":"Högni"},{"first_name":"Vilhjálmsson","last_name":"David"},{"first_name":"James","last_name":"Thue"}],"id":"981dbf5a-18ae-3704-b7dc-7d7c0dee5d09","created":"2020-03-08T22:43:18.396Z","accessed":"2020-03-08","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-03-08T22:43:20.687Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"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":{"issn":"2165-7556","doi":"10.4172/2165-7556.1000209"},"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 & 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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":{"issn":"1988-2696","doi":"10.5209/ESMP.63720"},"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.
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Rose","last_name":"Wiest"}],"year":1996,"source":"Journal of Applied Social Psychology","identifiers":{"issn":"0021-9029","doi":"10.1111/j.1559-1816.1996.tb02740.x"},"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":{"issn":"0021-9029","doi":"10.1111/j.1559-1816.1986.tb01755.x"},"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":{"issn":"1046-8781","doi":"10.1177/1046878105282278"},"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
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[{"title":"Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality","type":"journal","authors":[{"first_name":"M.","last_name":"López Ibáñez"},{"first_name":"M.","last_name":"Miranda"},{"first_name":"N.","last_name":"Alvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2021,"source":"Entertainment Computing","identifiers":{"issn":"18759521","doi":"10.1016/j.entcom.2021.100404","scopus":"2-s2.0-85100077108"},"keywords":["Adaptive audio","Gesture recognition","Human-computer interaction","Machine learning","Video games"],"volume":"38","id":"a8bb67c2-4fda-3986-8853-3cf0a45b4b1e","created":"2021-02-05T23:59:00.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2021-02-18T21:59:00.388Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":true,"abstract":"© 2021 Elsevier B.V. In this article, a head gesture recognition system is developed in order to identify emotional inputs and provide them to an adaptive music system (LitSens) in virtual reality applications, improving virtual presence in the process. Two iterations of this system, both founded on neural networks, are presented: the first one is based on a multi-layer perceptron, whereas the second one consists of a hybrid one-dimensional convolutional neural network. In both cases, the system is able to recognise fear by analysing head gestures. Whereas the first implementation is quicker when recognising this emotion, the second one is slower, but much more accurate, which makes it a better option overall for soundtrack adaptation. An experiment is then detailed, aimed towards validating the behaviour of a gestural recogniser when detecting fear in players. The results achieved through this validation are generally positive, but evince the need for an improvement in terms of system responsiveness."},{"title":"Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning","type":"book","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2020,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783030583415","issn":"16113349","doi":"10.1007/978-3-030-58342-2_17"},"keywords":["Human behavior imitation","Interactive entertainment","Interactive online learning","Learning from Demonstration"],"volume":"12311 LNAI","id":"5fcd4bcd-0dec-350d-a9bb-97409df46f6f","created":"2020-10-22T23:59:00.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2020-12-21T20:03:52.217Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Miranda2020","private_publication":false,"abstract":"© 2020, Springer Nature Switzerland AG. The creation of believable characters is one of the most challenging problems in the interactive entertainment industry. Although there are different tools available for designers and programmers to define the behavior of non-player characters, it remains a complex and error prone process that requires a high level of technical knowledge. Learning from Demonstration is a promising field that studies how to build intelligent agents that are able to replicate behaviors, learning from demonstration of human experts. This approach is interesting for developers who do not have a computer science background, alleviating the need of representing tasks and knowledge in a formal way. In this work we present an online and case-based reasoning agent that learns how to imitate real players of Pac-Man using an interactive approach in which both the human player and the computational agent take turns controlling the main character. In our previous work, the agent was in complete control of the learning process so it decided when to give up or regain control of the character. Now the system have been improved so the player can also regain control of the character and go back in time to correct improper behaviors manifested by the agent whenever they are detected. We also present an evaluation of the system performed by three professional video game designers, followed by the main insights we have gained."},{"title":"Towards Human-Like Bots Using Online Interactive Case-Based Reasoning","type":"book","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2019,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783030292485","issn":"16113349","doi":"10.1007/978-3-030-29249-2_21","scopus":"2-s2.0-85072873069"},"keywords":["Case-based reasoning","Human behavior imitation","Interactive entertainment","Interactive online learning","Learning from demonstration"],"volume":"11680 LNAI","id":"4d0d137d-3fda-3f14-8d55-529f8e3e8883","created":"2019-10-11T23:59:00.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2021-01-13T11:38:47.887Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© 2019, Springer Nature Switzerland AG. The imitation of human playing style has been gaining relevance in both the Artificial Intelligence for Games research community and the Digital Game industry over the last decade, achieving a special importance in recent years. The goal of these virtual players is to deceive real players and be perceived just as another human player. Although this challenge can be addressed using different Imitation Learning techniques, classic supervised learning approaches do not usually work well due to the violation of the independent and identically distributed assumption for random variables. No regret algorithms in online learning settings seem to outperform previous approaches. In this work we describe an interactive and online case-based reasoning system in which the bot gives control to the human player when it reaches game states that are not well represented by cases in its case base, and regains control when the game states are known again. Results show that (1) the amount of human intervention decreases rapidly, (2) the case base needed to achieve reasonable imitation is considerable smaller than that used in a non-interactive approach (3) the resulting agent outperforms other agents using non-interactive CBR."},{"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"},"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":"2020-12-21T20:03:50.874Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Lendvai2010","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":{"issn":"14698110","doi":"10.1017/S1351324915000182"},"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":"2020-12-21T20:03:49.698Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Hervas2016","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":{"isbn":"3540894241","issn":"03029743","doi":"10.1007/978-3-540-89454-4_13"},"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":"2020-12-21T20:03:50.938Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Peinado2008","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"},"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":"2020-12-21T20:03:49.714Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Francisco2010","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":{"isbn":"9783319762692","issn":"16113349","doi":"10.1007/978-3-319-76270-8_25"},"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":"2020-12-21T20:03:50.805Z","read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"LopezIbanez2018","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"},"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":"2020-12-21T20:03:50.867Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Miranda2017","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"},"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":"2020-12-21T20:03:51.426Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Peinado2008a","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"},"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":"2020-12-21T20:03:49.595Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Ibanez2017","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"},"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":"2020-12-21T20:03:49.861Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Francisco2007","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":{"issn":"1574020X","doi":"10.1007/s10579-011-9140-5"},"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":"2020-12-21T20:03:50.480Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Francisco2012","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":{"isbn":"3540894241","issn":"03029743","doi":"10.1007/978-3-540-89454-4_39"},"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":"2020-12-21T20:03:51.572Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Leon2008","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"},"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":"2020-12-21T20:03:51.232Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Miranda2016","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","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":"2020-12-21T20:03:50.416Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Peinado2005","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"},"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":"2020-12-21T20:03:51.096Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Diaz-Agudo2004","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"},"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":"2020-12-21T20:03:51.102Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Gomez-Gauchia2006","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"},"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":"2020-12-21T20:03:50.812Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Ibanez2016","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"},"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":"2020-12-21T20:03:49.883Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Miranda2015","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"},"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":"2020-12-21T20:03:51.152Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Alvarez2015","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"},"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":"2020-12-21T20:03:51.049Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Oyarzun2012","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":{"isbn":"9783642348501","issn":"03029743","doi":"10.1007/978-3-642-34851-8-19"},"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":"2020-12-21T20:03:50.752Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Alvarez2012","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":{"isbn":"9783319762692","issn":"16113349","doi":"10.1007/978-3-319-76270-8_5"},"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":"2020-12-21T20:03:50.740Z","read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Penas2018","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"},"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":"2020-12-21T20:03:50.513Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Esteve2017","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"},"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":"2020-12-21T20:03:49.807Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Penas2017","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. 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Special issue: AI-2004","identifiers":{"issn":"0950-7051"},"pages":"235-242","volume":"18","issue":"4-5","id":"5cf51184-92a2-33f9-81f9-682c7aac1f3c","created":"2017-02-16T17:06:09.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2020-12-21T20:03:47.002Z","tags":["GER05story"],"read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Gervas2005","source_type":"JOUR","short_title":"IJKBS","private_publication":false},{"title":"Ontological reasoning for improving the treatment of emotions in text","type":"journal","authors":[{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"year":2010,"source":"Knowledge and Information Systems","pages":"421-443","volume":"25","issue":"3","id":"5d70accd-b1eb-3832-905f-b4d4ff303ab2","created":"2017-02-16T17:06:08.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2020-12-21T20:03:49.355Z","tags":["FRA10ontological"],"read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"citation_key":"Francisco2010a","source_type":"JOUR","short_title":"KAIS","private_publication":false},{"title":"Transferring game mastering laws to interactive digital storytelling","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"P","last_name":"Gervas"}],"year":2004,"source":"Lecture Notes in Computer Science","identifiers":{"isbn":"3540222839","issn":"03029743"},"pages":"48–54","websites":["http://www.springerlink.com/index/ARNB1NVXE16G6PTJ.pdf"],"publisher":"Springer","id":"086d9982-e98c-3bfc-a4e0-413c074fe4d8","created":"2010-11-16T12:33:42.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2020-12-21T20:03:49.496Z","read":true,"starred":true,"authored":true,"confirmed":true,"hidden":false,"citation_key":"Peinado2004b","notes":"Este fue, creo, mi primer paper... y le guardo especial cariño :)
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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[{"title":"Siri , Siri , in my hand : Who ’ s the fairest in the land ? On the interpretations , illustrations , and implications of arti fi cial intelligence","type":"journal","authors":[{"first_name":"Andreas","last_name":"Kaplan"},{"first_name":"Michael","last_name":"Haenlein"}],"year":2019,"source":"Business Horizons","identifiers":{"issn":"0007-6813","doi":"10.1016/j.bushor.2018.08.004"},"keywords":["arti fi cial intelligence"],"pages":"15-25","volume":"62","issue":"1","websites":["https://doi.org/10.1016/j.bushor.2018.08.004"],"publisher":"\"Kelley School of Business, Indiana University\"","id":"19ff8474-f3c5-3e7c-8e65-4c81255b6793","created":"2020-07-26T20:11:46.534Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-27T13:10:40.802Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Kaplan2019","private_publication":false},{"title":"Trust in AutoML: Exploring Information Needs for Establishing Trust in Automated Machine Learning Systems","type":"journal","authors":[{"first_name":"Jaimie","last_name":"Drozdal"},{"first_name":"Justin","last_name":"Weisz"},{"first_name":"Dakuo","last_name":"Wang"},{"first_name":"Gaurav","last_name":"Dass"},{"first_name":"Bingsheng","last_name":"Yao"},{"first_name":"Changruo","last_name":"Zhao"},{"first_name":"Michael","last_name":"Muller"},{"first_name":"Lin","last_name":"Ju"},{"first_name":"Hui","last_name":"Su"}],"year":2020,"identifiers":{"arxiv":"2001.06509","isbn":"9781450371186","doi":"10.1145/3377325.3377501"},"keywords":["AutoAI, AutoML, AutoDS, Automated Artificial Intel","acm reference format","auto-","autoai","autods","automated artificial intelligence","automated data science","automl","mated machine learning","trust"],"pages":"297-307","websites":["http://arxiv.org/abs/2001.06509%0Ahttp://dx.doi.org/10.1145/3377325.3377501"],"id":"46cdc3dc-0b77-3fc3-aea9-b5de69a6bab9","created":"2020-07-23T19:57:50.473Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-10-23T09:05:50.214Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Drozdal2020","notes":"1","private_publication":false,"abstract":"We explore trust in a relatively new area of data science: Automated Machine Learning (AutoML). In AutoML, AI methods are used to generate and optimize machine learning models by automatically engineering features, selecting models, and optimizing hyperparameters. In this paper, we seek to understand what kinds of information influence data scientists' trust in the models produced by AutoML? We operationalize trust as a willingness to deploy a model produced using automated methods. We report results from three studies -- qualitative interviews, a controlled experiment, and a card-sorting task -- to understand the information needs of data scientists for establishing trust in AutoML systems. We find that including transparency features in an AutoML tool increased user trust and understandability in the tool; and out of all proposed features, model performance metrics and visualizations are the most important information to data scientists when establishing their trust with an AutoML tool."},{"title":"Measuring Human-Computer Trust","type":"journal","authors":[{"first_name":"Maria","last_name":"Madsen"},{"first_name":"Shirley","last_name":"Gregor"}],"year":2000,"source":"Proceedings of Eleventh Australasian Conference on Information Systems","keywords":["decision support","expert systems","human-computer trust","instrument development","survey research","systems"],"pages":"6-8","websites":["http://books.google.com/books?hl=en&lr=&id=b0yalwi1HDMC&oi=fnd&pg=PA102&dq=The+Big+Five+Trait+Taxonomy:+History,+measurement,+and+Theoretical+Perspectives&ots=758BNaTvOi&sig=L52e79TS6r0Fp2m6xQVESnGt8mw%5Cnhttp://citeseerx.ist.psu.edu/viewdoc/download?doi="],"id":"006a116f-a51b-322f-a8dc-3fe762df1f54","created":"2020-07-23T19:57:50.395Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.537Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Madsen2000","private_publication":false,"abstract":"In this study a psychometric instrument specifically designed to measure human-computer trust (HCT) was developed and tested. A rigorous method similar to that described by Moore and Benbasat (1991) was adopted. It was found that both cognitive and affective components of trust could be measured and that, in this study, the affective components were the strongest indicators of trust. The reliability of the instrument, measured as Cronbach's alpha, was 0.94. This instrument is the first of its kind to be specifically designed to measure HCT and shown empirically to be valid and reliable. Keywords"},{"title":"AutoAIViz: Opening the blackbox of automated artificial intelligence with conditional parallel coordinates","type":"journal","authors":[{"first_name":"Daniel Karl I.","last_name":"Weidele"},{"first_name":"Justin D.","last_name":"Weisz"},{"first_name":"Erick","last_name":"Oduor"},{"first_name":"Michael","last_name":"Muller"},{"first_name":"Josh","last_name":"Andres"},{"first_name":"Alexander","last_name":"Gray"},{"first_name":"Dakuo","last_name":"Wang"}],"year":2020,"source":"International Conference on Intelligent User Interfaces, Proceedings IUI","identifiers":{"isbn":"9781450371186","doi":"10.1145/3377325.3377538"},"keywords":["AutoAI","AutoML","democratizing AI","human-AI collaboration","parallel coordinates","visualization"],"pages":"308-312","id":"5110e0f9-4dc7-3c17-89fd-91c4f996f10d","created":"2020-07-23T19:57:50.387Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.225Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Weidele2020","private_publication":false,"abstract":"Artificial Intelligence (AI) can now automate the algorithm selection, feature engineering, and hyperparameter tuning steps in a machine learning workflow. Commonly known as AutoML or AutoAI, these technologies aim to relieve data scientists from the tedious manual work. However, today's AutoAI systems often present only limited to no information about the process of how they select and generate model results. Thus, users often do not understand the process, neither do they trust the outputs. In this short paper, we provide a first user evaluation by 10 data scientists of an experimental system, AutoAIViz, that aims to visualize AutoAI's model generation process. We find that the proposed system helps users to complete the data science tasks, and increases their understanding, toward the goal of increasing trust in the AutoAI system."},{"title":"Joint optimization of AI fairness and utility: A human-centered approach","type":"journal","authors":[{"first_name":"Yunfeng","last_name":"Zhang"},{"first_name":"Rachel K.E.","last_name":"Bellamy"},{"first_name":"Kush R.","last_name":"Varshney"}],"year":2020,"source":"AIES 2020 - Proceedings of the AAAI/ACM Conference on AI, Ethics, and Society","identifiers":{"arxiv":"2002.01621","isbn":"9781450371100","doi":"10.1145/3375627.3375862"},"pages":"400-406","id":"5e250ce8-adb6-3d75-9085-e91623cd783f","created":"2020-07-23T19:25:32.544Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.176Z","read":false,"starred":true,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Zhang2020","private_publication":false,"abstract":"Today, AI is increasingly being used in many high-stakes decisionmaking applications in which fairness is an important concern. Already, there are many examples of AI being biased and making questionable and unfair decisions. The AI research community has proposed many methods to measure and mitigate unwanted biases, but few of them involve inputs from human policy makers. We argue that because different fairness criteria sometimes cannot be simultaneously satisfied, and because achieving fairness often requires sacrificing other objectives such as model accuracy, it is key to acquire and adhere to human policy makers' preferences on how to make the tradeoff among these objectives. In this paper, we propose a framework and some exemplar methods for eliciting such preferences and for optimizing an AI model according to these preferences."},{"title":"Does projection into use improve trust and exploration? An example with a cruise control system","type":"journal","authors":[{"first_name":"Béatrice","last_name":"Cahour"},{"first_name":"Jean François","last_name":"Forzy"}],"year":2009,"source":"Safety Science","identifiers":{"issn":"09257535","doi":"10.1016/j.ssci.2009.03.015"},"keywords":["Cruise control system","Driving activity","Exploration","System instruction","Trust","Use"],"pages":"1260-1270","volume":"47","issue":"9","websites":["http://dx.doi.org/10.1016/j.ssci.2009.03.015"],"publisher":"Elsevier Ltd","id":"c8ee7b52-8bf1-3f8c-aa46-422822425d90","created":"2020-07-23T19:14:07.938Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.488Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Cahour2009","notes":"Good defintion of trust.
Focused on a cruise control system adn level fo trust
Instructions play an important role in warning subject","private_publication":false,"abstract":"We know that the systems which are trusted by the users are more often used, especially in a risky situation where they need to delegate control, but we still ignore largely the factors which improve trust in the systems. Our issue here was to explore whether the way we present the system to the users will have an effect on their confidence in it. In this study, we had nine subjects using for the first time a cruise control system on open road; before, we present the system to them in three different ways: (i) a function-oriented written presentation (G1), (ii) a use-oriented written presentation, \"augmented\" with difficult situations (G2) and (iii) a use-oriented film presentation (3). They evaluate their trust in the system on scales before the whole experiment, after the presentation and after the real use. At the end, they also have self-confrontation interviews, where they see the video of their driving and describe their activity, strategies and feelings. We then develop quantitative and qualitative analysis of trust, linked with specific situations of action. Our results indicate that the presentation of instructions lowers the evaluation of trust (and of efficiency) that conductors have a priori; they had constructed an a priori representation of a CCS that is rather idealistic, and realised, after reading the instructions, and above all after having watched a film, that its use is not so obvious as they had previously thought There is thenceforth a drop in trust that nevertheless goes up again after use of the system during driving We remark, from qualitative analyses of use experience of the regulator in real driving conditions, that this drop in trust in the system does not inhibit subjects in their use, and in particular, for subjects who have watched a film of projection into use They know more of the functions of the system in driving conditions, they produce less distorted reconstruction of the functioning, and they have a deeper level of understanding of the system. © 2009 Elsevier Ltd. All rights reserved."},{"title":"Deep Neural Networks Are More Accurate Than Humans at Detecting Sexual Orientation From Facial Images | Stanford Graduate School of Business","type":"journal","authors":[{"first_name":"Michal","last_name":"Kosinski"},{"first_name":"Wang","last_name":"Wang"}],"year":2017,"source":"Journal of Personality and Social Psychology (in press)","keywords":["computational social science","facial morphology","prenatal hormone theory","sexual orientation"],"pages":"246-257","volume":"114","issue":"2","websites":["https://www.gsb.stanford.edu/faculty-research/publications/deep-neural-networks-are-more-accurate-humans-detecting-sexual"],"id":"e77563a8-cfa6-35df-8c65-419ffe537efb","created":"2020-07-23T19:14:07.869Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.824Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Kosinski2017","notes":"suggesting that artificial intelligence (AI) can detect whether people are gay or straight based on photos – said sexual orientation was just one of many characteristics that algorithms would be able to predict through facial recognition","private_publication":false},{"title":"AI Fairness 360: An extensible toolkit for detecting and mitigating algorithmic bias","type":"journal","authors":[{"first_name":"R. K.E.","last_name":"Bellamy"},{"first_name":"A.","last_name":"Mojsilovic"},{"first_name":"S.","last_name":"Nagar"},{"first_name":"K. Natesan","last_name":"Ramamurthy"},{"first_name":"J.","last_name":"Richards"},{"first_name":"D.","last_name":"Saha"},{"first_name":"P.","last_name":"Sattigeri"},{"first_name":"M.","last_name":"Singh"},{"first_name":"K. R.","last_name":"Varshney"},{"first_name":"Y.","last_name":"Zhang"},{"first_name":"K.","last_name":"Dey"},{"first_name":"M.","last_name":"Hind"},{"first_name":"S. C.","last_name":"Hoffman"},{"first_name":"S.","last_name":"Houde"},{"first_name":"K.","last_name":"Kannan"},{"first_name":"P.","last_name":"Lohia"},{"first_name":"J.","last_name":"Martino"},{"first_name":"S.","last_name":"Mehta"}],"year":2019,"source":"IBM Journal of Research and Development","identifiers":{"issn":"21518556","doi":"10.1147/JRD.2019.2942287"},"pages":"1-15","volume":"63","issue":"4-5","id":"f7e02df8-519f-393b-b831-9ec556b5c205","created":"2020-07-23T19:14:07.821Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.869Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Bellamy2019","notes":"Fainess and the impossibility to meet it
AIF360: toolkit for detecting, understanding, and mitigating algorithmic biases","private_publication":false,"abstract":"Fairness is an increasingly important concern as machine learning models are used to support decision making in high-stakes applications such as mortgage lending, hiring, and prison sentencing. This article introduces a new open-source Python toolkit for algorithmic fairness, AI Fairness 360 (AIF360), released under an Apache v2.0 license (https://github.com/ibm/aif360). The main objectives of this toolkit are to help facilitate the transition of fairness research algorithms for use in an industrial setting and to provide a common framework for fairness researchers to share and evaluate algorithms. The package includes a comprehensive set of fairness metrics for datasets and models, explanations for these metrics, and algorithms to mitigate bias in datasets and models. It also includes an interactive Web experience that provides a gentle introduction to the concepts and capabilities for line-of-business users, researchers, and developers to extend the toolkit with their new algorithms and improvements and to use it for performance benchmarking. A built-in testing infrastructure maintains code quality."},{"title":"Fair, Transparent, and Accou","type":"generic","id":"b1c31fa8-ae94-33a9-9d25-6cb9337a42a1","created":"2020-07-23T19:14:07.812Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-23T19:14:07.812Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"It's only a computer: Virtual humans increase willingness to disclose","type":"journal","authors":[{"first_name":"Gale M.","last_name":"Lucas"},{"first_name":"Jonathan","last_name":"Gratch"},{"first_name":"Aisha","last_name":"King"},{"first_name":"Louis Philippe","last_name":"Morency"}],"year":2014,"source":"Computers in Human Behavior","identifiers":{"issn":"07475632","doi":"10.1016/j.chb.2014.04.043"},"keywords":["Clinical interviews","Computer-assisted assessment","Honest responding","Self-disclosure","Virtual humans"],"pages":"94-100","volume":"37","websites":["http://dx.doi.org/10.1016/j.chb.2014.04.043"],"publisher":"Elsevier Ltd","id":"c9b6c8b7-4e4d-392c-8277-6257c881ef19","created":"2020-07-23T19:14:07.766Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.860Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Lucas2014","notes":"Computer assesement tools. human subjects more willign to disclose information with technology","private_publication":false,"abstract":"Research has begun to explore the use of virtual humans (VHs) in clinical interviews (Bickmore, Gruber, & Picard, 2005). When designed as supportive and \"safe\" interaction partners, VHs may improve such screenings by increasing willingness to disclose information (Gratch, Wang, Gerten, & Fast, 2007). In health and mental health contexts, patients are often reluctant to respond honestly. In the context of health-screening interviews, we report a study in which participants interacted with a VH interviewer and were led to believe that the VH was controlled by either humans or automation. As predicted, compared to those who believed they were interacting with a human operator, participants who believed they were interacting with a computer reported lower fear of self-disclosure, lower impression management, displayed their sadness more intensely, and were rated by observers as more willing to disclose. These results suggest that automated VHs can help overcome a significant barrier to obtaining truthful patient information. © 2014 Elsevier Ltd. All rights reserved."},{"title":"Fair, Transparent, and Accountable Algorithmic Decision-making Processes: The Premise, the Proposed Solutions, and the Open Challenges","type":"journal","authors":[{"first_name":"Bruno","last_name":"Lepri"},{"first_name":"Nuria","last_name":"Oliver"},{"first_name":"Emmanuel","last_name":"Letouzé"},{"first_name":"Alex","last_name":"Pentland"},{"first_name":"Patrick","last_name":"Vinck"}],"year":2018,"source":"Philosophy and Technology","identifiers":{"issn":"22105441","doi":"10.1007/s13347-017-0279-x"},"keywords":["Accountability","Algorithmic decision-making","Algorithmic transparency","Fairness","Social good"],"pages":"611-627","volume":"31","issue":"4","id":"f5605ac0-43ff-34eb-92d6-894f87311ed7","created":"2020-07-23T19:14:07.755Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.377Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Lepri2018","private_publication":false,"abstract":"The combination of increased availability of large amounts of fine-grained human behavioral data and advances in machine learning is presiding over a growing reliance on algorithms to address complex societal problems. Algorithmic decision-making processes might lead to more objective and thus potentially fairer decisions than those made by humans who may be influenced by greed, prejudice, fatigue, or hunger. However, algorithmic decision-making has been criticized for its potential to enhance discrimination, information and power asymmetry, and opacity. In this paper, we provide an overview of available technical solutions to enhance fairness, accountability, and transparency in algorithmic decision-making. We also highlight the criticality and urgency to engage multi-disciplinary teams of researchers, practitioners, policy-makers, and citizens to co-develop, deploy, and evaluate in the real-world algorithmic decision-making processes designed to maximize fairness and transparency. In doing so, we describe the Open Algortihms (OPAL) project as a step towards realizing the vision of a world where data and algorithms are used as lenses and levers in support of democracy and development."},{"title":"Explaining models: An empirical study of how explanations impact fairness judgment","type":"journal","authors":[{"first_name":"Jonathan","last_name":"Dodge"},{"first_name":"Q.","last_name":"Vera Liao"},{"first_name":"Yunfeng","last_name":"Zhang"},{"first_name":"Rachel K.E.","last_name":"Bellamy"},{"first_name":"Casey","last_name":"Dugan"}],"year":2019,"source":"International Conference on Intelligent User Interfaces, Proceedings IUI","identifiers":{"arxiv":"1901.07694","isbn":"9781450362726","doi":"10.1145/3301275.3302310"},"keywords":["Empirical Studies","Explanation","Fairness","Machine Learning"],"pages":"275-285","volume":"Part F1476","id":"46f083cb-0a17-3500-975d-e068dc8f3980","created":"2020-07-23T19:14:07.720Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.205Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Dodge2019","private_publication":false,"abstract":"Ensuring fairness of machine learning systems is a human-in-the-loop process. It relies on developers, users, and the general public to identify fairness problems and make improvements. To facilitate the process we need efective, unbiased, and user-friendly explanations that people can conidently rely on. Towards that end, we conducted an empirical study with four types of programmatically generated explanations to understand how they impact people's fairness judgments of ML systems. With an experiment involving more than 160 Mechanical Turk workers, we show that: 1) Certain explanations are considered inherently less fair, while others can enhance people's conidence in the fairness of the algorithm; 2) Diferent fairness problems-such as model-wide fairness issues versus case-speciic fairness discrepancies-may be more efectively exposed through diferent styles of explanation; 3) Individual diferences, including prior positions and judgment criteria of algorithmic fairness, impact how people react to diferent styles of explanation. We conclude with a discussion on providing personalized and adaptive explanations to support fairness judgments of ML systems."},{"title":"The New Science of Sentencing","type":"journal","authors":[{"first_name":"Anna Maria","last_name":"Barry-Jester"},{"first_name":"Ben","last_name":"Casselman"},{"first_name":"Dana","last_name":"Goldstein"}],"year":2015,"source":"The Marshall Project","pages":"1-9","id":"9c28f6e5-c9dd-3759-8497-252e2a6e1bdb","created":"2020-07-23T19:14:07.635Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.157Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Barry-Jester2015","private_publication":false,"abstract":"Should prison sentences be based on crimes that haven’t been committed yet?"},{"title":"One Explanation Does Not Fit All: A Toolkit and Taxonomy of AI Explainability Techniques","type":"journal","authors":[{"first_name":"Vijay","last_name":"Arya"},{"first_name":"Rachel K. E.","last_name":"Bellamy"},{"first_name":"Pin-Yu","last_name":"Chen"},{"first_name":"Amit","last_name":"Dhurandhar"},{"first_name":"Michael","last_name":"Hind"},{"first_name":"Samuel C.","last_name":"Hoffman"},{"first_name":"Stephanie","last_name":"Houde"},{"first_name":"Q. Vera","last_name":"Liao"},{"first_name":"Ronny","last_name":"Luss"},{"first_name":"Aleksandra","last_name":"Mojsilović"},{"first_name":"Sami","last_name":"Mourad"},{"first_name":"Pablo","last_name":"Pedemonte"},{"first_name":"Ramya","last_name":"Raghavendra"},{"first_name":"John","last_name":"Richards"},{"first_name":"Prasanna","last_name":"Sattigeri"},{"first_name":"Karthikeyan","last_name":"Shanmugam"},{"first_name":"Moninder","last_name":"Singh"},{"first_name":"Kush R.","last_name":"Varshney"},{"first_name":"Dennis","last_name":"Wei"},{"first_name":"Yunfeng","last_name":"Zhang"}],"year":2019,"identifiers":{"arxiv":"1909.03012"},"websites":["http://arxiv.org/abs/1909.03012"],"id":"b2e63c92-bd30-325d-bbc9-15fbdcf63726","created":"2020-07-23T19:14:07.551Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.891Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Arya2019","notes":"Deep explanation of AI rules that sell IBMs system as the best","private_publication":false,"abstract":"As artificial intelligence and machine learning algorithms make further inroads into society, calls are increasing from multiple stakeholders for these algorithms to explain their outputs. At the same time, these stakeholders, whether they be affected citizens, government regulators, domain experts, or system developers, present different requirements for explanations. Toward addressing these needs, we introduce AI Explainability 360 (http://aix360.mybluemix.net/), an open-source software toolkit featuring eight diverse and state-of-the-art explainability methods and two evaluation metrics. Equally important, we provide a taxonomy to help entities requiring explanations to navigate the space of explanation methods, not only those in the toolkit but also in the broader literature on explainability. For data scientists and other users of the toolkit, we have implemented an extensible software architecture that organizes methods according to their place in the AI modeling pipeline. We also discuss enhancements to bring research innovations closer to consumers of explanations, ranging from simplified, more accessible versions of algorithms, to tutorials and an interactive web demo to introduce AI explainability to different audiences and application domains. Together, our toolkit and taxonomy can help identify gaps where more explainability methods are needed and provide a platform to incorporate them as they are developed."},{"title":"Self disclosure on computer forms: meta-analysis and implications","type":"journal","authors":[{"first_name":"Suzanne","last_name":"Weisband"},{"first_name":"Sara","last_name":"Kiesler"}],"year":1996,"source":"Conference on Human Factors in Computing Systems - Proceedings","identifiers":{"isbn":"0897917774"},"keywords":["computer forms","computer interviews","disclosure","electronic","electronic surveys","measurement","response bias"],"pages":"3-10","id":"1ed1c75e-090b-3fff-91db-7adb0c23016b","created":"2020-07-23T19:14:07.539Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.843Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Weisband1996","private_publication":false,"abstract":"Do people disclose more on a computer form than they do in an interview or on a paper form? We report a statistical meta-analysis of the literature from 1969 to 1994. Across 39 studies using 100 measures, computer administration increased self-disclosure. Effect sizes were larger comparing computer administration with face-to-face interviews, when forms solicited sensitive information, and when medical or psychiatric patients were the subjects. Effect sizes were smaller but had not disappeared in recent studies, which we attribute in part to changes in computer interfaces. We discuss research, ethical, policy, and design implications."},{"title":"Prolegomena to a White Paper on an Ethical Framework for a Good AI Society","type":"journal","authors":[{"first_name":"Josh","last_name":"Cowls"},{"first_name":"Luciano","last_name":"Floridi"}],"year":2018,"source":"SSRN Electronic Journal","identifiers":{"doi":"10.2139/ssrn.3198732"},"id":"81e3f16f-91d2-3350-af8c-ece55acb4120","created":"2020-07-23T19:14:07.537Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.703Z","read":true,"starred":true,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Cowls2018","notes":"How AI can be manipulated
Evils of AI
Opportunites versus risks","private_publication":false,"abstract":"That AI will have a major impact on society is no longer in question. Current debate turns instead on how far this impact will be positive or negative, for whom, in which ways, in which places, and on what timescale. In order to frame these questions in a more substantive way, in this prolegomena we introduce what we consider the four core opportunities for society offered by the use of AI, four associated risks which could emerge from its overuse or misuse, and the opportunity costs associated with its under use. We then offer a high-level view of the emerging advantages for organisations of taking an ethical approach to developing and deploying AI. Finally, we introduce a set of five principles which should guide the development and deployment of AI technologies. The development of laws, policies and best practices for seizing the opportunities and minimizing the risks posed by AI technologies would benefit from building on ethical frameworks such as the one offered here."},{"title":"Machine Bias","type":"journal","authors":[{"first_name":"Lauren","last_name":"Kirchner"},{"first_name":"Surya","last_name":"Mattu"},{"first_name":"Jeff","last_name":"Larson"},{"first_name":"Julia","last_name":"Angwin"}],"year":2016,"source":"Propublica","pages":"1-26","websites":["https://www.propublica.org/article/machine-bias-risk-assessments-in-criminal-sentencing"],"id":"0492dc4c-39fa-30ba-81e0-8e42f9353026","created":"2020-07-23T19:14:07.530Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.985Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Kirchner2016","notes":"Sentnecing recomendation engines bias","private_publication":false,"abstract":"Scores like this — known as risk assessments — are increasingly common in courtrooms across the nation. They are used to inform decisions about who can be set free at every stage of the criminal justice system, from assigning bond amounts — as is the case in Fort Lauderdale — to even more fundamental decisions about defendants’ freedom. In Arizona, Colorado, Delaware, Kentucky, Louisiana, Oklahoma, Virginia, Washington and Wisconsin, the results of such assessments are given to judges during criminal sentencing"},{"title":"The Moral Machine experiment","type":"journal","authors":[{"first_name":"Edmond","last_name":"Awad"},{"first_name":"Sohan","last_name":"Dsouza"},{"first_name":"Richard","last_name":"Kim"},{"first_name":"Jonathan","last_name":"Schulz"},{"first_name":"Joseph","last_name":"Henrich"},{"first_name":"Azim","last_name":"Shariff"},{"first_name":"Jean François","last_name":"Bonnefon"},{"first_name":"Iyad","last_name":"Rahwan"}],"year":2018,"source":"Nature","identifiers":{"issn":"14764687","pmid":"30356211","doi":"10.1038/s41586-018-0637-6"},"pages":"59-64","volume":"563","issue":"7729","id":"e56a26d2-e6cb-39d7-9c86-e13b13e1ced3","created":"2020-07-23T19:14:07.513Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.503Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Awad2018","private_publication":false,"abstract":"With the rapid development of artificial intelligence have come concerns about how machines will make moral decisions, and the major challenge of quantifying societal expectations about the ethical principles that should guide machine behaviour. To address this challenge, we deployed the Moral Machine, an online experimental platform designed to explore the moral dilemmas faced by autonomous vehicles. This platform gathered 40 million decisions in ten languages from millions of people in 233 countries and territories. Here we describe the results of this experiment. First, we summarize global moral preferences. Second, we document individual variations in preferences, based on respondents’ demographics. Third, we report cross-cultural ethical variation, and uncover three major clusters of countries. Fourth, we show that these differences correlate with modern institutions and deep cultural traits. We discuss how these preferences can contribute to developing global, socially acceptable principles for machine ethics. All data used in this article are publicly available."},{"title":"The ethical, legal and social implications of using artificial intelligence systems in breast cancer care","type":"journal","authors":[{"first_name":"Stacy M.","last_name":"Carter"},{"first_name":"Wendy","last_name":"Rogers"},{"first_name":"Khin Than","last_name":"Win"},{"first_name":"Helen","last_name":"Frazer"},{"first_name":"Bernadette","last_name":"Richards"},{"first_name":"Nehmat","last_name":"Houssami"}],"year":2020,"source":"Breast","identifiers":{"issn":"15323080","pmid":"31677530","doi":"10.1016/j.breast.2019.10.001"},"keywords":["AI (Artificial Intelligence)","Breast carcinoma","Ethical Issues","Social values","Technology Assessment, Biomedical"],"pages":"25-32","volume":"49","websites":["https://doi.org/10.1016/j.breast.2019.10.001"],"publisher":"Elsevier Ltd","id":"40db2725-8faa-3199-899b-b916727d49ea","created":"2020-07-23T19:14:07.340Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:47.071Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Carter2020","private_publication":false,"abstract":"Breast cancer care is a leading area for development of artificial intelligence (AI), with applications including screening and diagnosis, risk calculation, prognostication and clinical decision-support, management planning, and precision medicine. We review the ethical, legal and social implications of these developments. We consider the values encoded in algorithms, the need to evaluate outcomes, and issues of bias and transferability, data ownership, confidentiality and consent, and legal, moral and professional responsibility. We consider potential effects for patients, including on trust in healthcare, and provide some social science explanations for the apparent rush to implement AI solutions. We conclude by anticipating future directions for AI in breast cancer care. Stakeholders in healthcare AI should acknowledge that their enterprise is an ethical, legal and social challenge, not just a technical challenge. Taking these challenges seriously will require broad engagement, imposition of conditions on implementation, and pre-emptive systems of oversight to ensure that development does not run ahead of evaluation and deliberation. Once artificial intelligence becomes institutionalised, it may be difficult to reverse: a proactive role for government, regulators and professional groups will help ensure introduction in robust research contexts, and the development of a sound evidence base regarding real-world effectiveness. Detailed public discussion is required to consider what kind of AI is acceptable rather than simply accepting what is offered, thus optimising outcomes for health systems, professionals, society and those receiving care."},{"title":"When eliminating bias isn't fair: Algorithmic reductionism and procedural justice in human resource decisions","type":"journal","authors":[{"first_name":"David T.","last_name":"Newman"},{"first_name":"Nathanael J.","last_name":"Fast"},{"first_name":"Derek J.","last_name":"Harmon"}],"year":2020,"source":"Organizational Behavior and Human Decision Processes","identifiers":{"issn":"07495978","doi":"10.1016/j.obhdp.2020.03.008"},"keywords":["Algorithms","Fairness","People analytics","Procedural justice"],"pages":"149-167","volume":"160","issue":"March","websites":["https://doi.org/10.1016/j.obhdp.2020.03.008"],"publisher":"Elsevier","id":"0c2d27b5-a3ec-37b5-9a97-42dfb834bb08","created":"2020-07-23T19:14:07.339Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.651Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Newman2020","private_publication":false,"abstract":"The perceived fairness of decision-making procedures is a key concern for organizations, particularly when evaluating employees and determining personnel outcomes. Algorithms have created opportunities for increasing fairness by overcoming biases commonly displayed by human decision makers. However, while HR algorithms may remove human bias in decision making, we argue that those being evaluated may perceive the process as reductionistic, leading them to think that certain qualitative information or contextualization is not being taken into account. We argue that this can undermine their beliefs about the procedural fairness of using HR algorithms to evaluate performance by promoting the assumption that decisions made by algorithms are based on less accurate information than identical decisions made by humans. Results from four laboratory experiments (N = 798) and a large-scale randomized experiment in an organizational setting (N = 1654) confirm this hypothesis. Theoretical and practical implications for organizations using algorithms and data analytics are discussed."},{"title":"Intriguing properties of neural networks","type":"conference_proceedings","authors":[{"first_name":"Christian","last_name":"Szegedy"},{"first_name":"Wojciech","last_name":"Zaremba"},{"first_name":"Ilya","last_name":"Sutskever"},{"first_name":"Joan","last_name":"Bruna"},{"first_name":"Dumitru","last_name":"Erhan"},{"first_name":"Ian","last_name":"Goodfellow"},{"first_name":"Rob","last_name":"Fergus"}],"year":2014,"source":"2nd International Conference on Learning Representations, ICLR 2014 - Conference Track Proceedings","identifiers":{"arxiv":"1312.6199"},"month":12,"publisher":"International Conference on Learning Representations, ICLR","day":21,"id":"b485c3ce-6739-3704-8b66-ad539c8a9d2f","created":"2020-07-23T19:14:07.338Z","accessed":"2020-05-26","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.540Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Szegedy2014","private_publication":false,"abstract":"Deep neural networks are highly expressive models that have recently achieved state of the art performance on speech and visual recognition tasks. While their expressiveness is the reason they succeed, it also causes them to learn uninterpretable solutions that could have counter-intuitive properties. In this paper we report two such properties. First, we find that there is no distinction between individual high level units and random linear combinations of high level units, according to various methods of unit analysis. It suggests that it is the space, rather than the individual units, that contains the semantic information in the high layers of neural networks. Second, we find that deep neural networks learn input-output mappings that are fairly discontinuous to a significant extent. We can cause the network to misclassify an image by applying a certain hardly perceptible perturbation, which is found by maximizing the network’s prediction error. In addition, the specific nature of these perturbations is not a random artifact of learning: the same perturbation can cause a different network, that was trained on a different subset of the dataset, to misclassify the same input."},{"title":"Sustainable decision making: The role of decision support systems","type":"journal","authors":[{"first_name":"Marion A.","last_name":"Hersh"}],"year":1999,"source":"IEEE Transactions on Systems, Man and Cybernetics Part C: Applications and Reviews","identifiers":{"issn":"10946977","doi":"10.1109/5326.777075"},"pages":"395-408","volume":"29","issue":"3","id":"40f7865d-53ff-39d3-898a-2840c5181947","created":"2020-07-23T19:14:07.337Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.876Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Hersh1999","private_publication":false,"abstract":"Sustainable decision making stands for decision making which contributes to the transition to a sustainable society. It raises a number of challenging problems for which existing decision support systems (DSS) may not be equipped. In this work, the role of DSS in sustainable decision making is considered. The different models of decision making and their appropriateness in sustainable decision making are discussed. Examples from the areas of water resources and energy planning and management are presented to illustrate some of the issues in sustainable decision making and the role of DSS. Conclusions include a suggested research program for further development of models of decision making and the development of DSS for use in sustainable decision making."},{"title":"Trust in automated systems","type":"journal","authors":[{"first_name":"Barbara D","last_name":"Adams"},{"first_name":"Lora E","last_name":"Bruyn"}],"year":2003,"keywords":["Automated systems","Trust"],"pages":"136","issue":"June","id":"d2ec5af4-ea08-36cd-8b3f-757e27f6dcfe","created":"2020-07-23T19:14:07.335Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.848Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Adams2003","private_publication":false,"abstract":"This report reviews research literature pertaining to trust in automated systems. Based on the review, we argue that trust in automation has many similarities with trust in the interpersonal domain, but also several unique dynamics and influences. Existing research has focused primarily on trust in automation that has an executive or control function, and to a lesser extent, has considered trust in automation that is designed to present information to operators (e.g. decision aids). We maintain that although there are many similarities between trust in automation and interpersonal trust, the dynamics of trust in automation also have some distinct qualities. Several models related to trust in automation have already been developed; in this report, a comprehensive -- although still preliminary -- model of trust in military automation is proposed. Several sets of factors are likely to impact on the development of trust in automation, including properties of the automation, properties of the operator, and properties of the context in which interaction with automation occurs. The consequences of trust in automation have yet to be fully explored. Based on this review, measures and methods to study trust in automation are considered, and a program of research to study trust in automated systems is described."},{"title":"Using Social Agents to Explore Theories of Rapport and Emotional Resonance","type":"journal","authors":[{"first_name":"Jonathan","last_name":"Gratch"}],"year":2013,"source":"Etica e Politica","identifiers":{"isbn":"9780199682676","issn":"18255167","doi":"10.1093/acprof"},"keywords":["Intuitionism","Moral education","Moral imagination"],"pages":"583-605","volume":"15","issue":"1","id":"c20a5566-d32e-38e7-91b5-8592c4b43b68","created":"2020-07-23T19:14:07.334Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.853Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Gratch2013","private_publication":false,"abstract":"Temporary employment has become a focus of policy debate, theory, and research. This book addresses the relationship between temporary employment contracts and employee well-being. It does so within the analytic framework of the psychological contract, and advances theory and knowledge about the psychological contract by exploring it from a variety of perspectives. It also sets the psychological contract within the context of a range of other potential influences on work-related well-being including workload, job insecurity, employability, and organizational support. The book identifies the relative importance of these various potential influences on well-being, covering seven countries; Belgium, Germany, The Netherlands, Spain, Sweden, and the UK, as well as Israel as a comparator outside Europe. The book's conclusions are interesting and controversial. The central finding is that contrary to expectations, temporary workers report higher well-being than permanent workers. As expected, a range of factors help to explain variations in work-related well-being and the research highlights the important role of the psychological contract. However, even after taking into account alternative explanations, the significant influence of type of employment contract remains, with temporary workers reporting higher well-being. In addition to this core finding, by exploring several aspects of the psychological contract, and taking into account both employer and employee perspectives, the book sheds light on the nature and role of the psychological contract. It also raises some challenging policy questions and while acknowledging the potentially precarious nature of temporary jobs, highlights the need to consider the increasingly demanding nature of permanent jobs and their effects on the well-being of employees."},{"title":"K-Algorithm: A Modified Technique for Noise Removal in Handwritten Documents","type":"journal","authors":[{"first_name":"Kanika","last_name":"Bansal"},{"first_name":"Rajiv","last_name":"Kumar"}],"year":2013,"source":"International Journal of Information Sciences and Techniques","identifiers":{"issn":"2319409X","doi":"10.5121/ijist.2013.3301"},"pages":"1-8","volume":"3","issue":"3","month":5,"publisher":"Academy and Industry Research Collaboration Center (AIRCC)","day":31,"id":"4183535a-1fd4-3638-900a-9050c279267e","created":"2020-06-17T06:45:44.274Z","file_attached":true,"profile_id":"55ea2d84-4911-3c59-84b1-123f60c38cdb","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-06-17T06:45:44.360Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"OCR has been an active research area since last few decades. OCR performs the recognition of the text in the scanned document image and converts it into editable form. The OCR process can have several stages like preprocessing, segmentation, recognition and post processing. The preprocessing stage is a crucial stage for the success of OCR, which mainly deals with noise removal. In the present paper, a modified technique for noise removal named as \" K-Algorithm \" has been proposed, which has two stages as filtering and binarization. The proposed technique shows improvised results in comparison to median filtering technique."},{"title":"The role of magnetic susceptibility in magnetic resonance imaging: MRI magnetic compatibility of the first and second kinds","type":"journal","authors":[{"first_name":"John F.","last_name":"Schenck"}],"year":1996,"source":"Medical Physics","identifiers":{"issn":"00942405","scopus":"2-s2.0-0030013529","pmid":"8798169","sgr":"0030013529","pui":"26192503","doi":"10.1118/1.597854"},"keywords":["electromagnetic units","image-guided therapy","magnetic field compatibility","magnetic susceptibility","positional accuracy","safety of MR imaging"],"pages":"815-850","volume":"23","issue":"6","month":6,"publisher":"John Wiley and Sons Ltd","day":1,"id":"c56009f0-d997-3610-945f-648fff47d72b","created":"2020-05-30T08:06:15.556Z","accessed":"2020-05-30","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-30T08:06:15.556Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The concept of magnetic susceptibility is central to many current research and development activities in magnetic resonance imaging (MRI); for example, the development of MR-guided surgery has created a need for surgical instruments and other devices with susceptibility tailored to the MR environment; susceptibility effects can lead to position errors of up to several millimeters in MR-guided stereotactic surgery; and the variation of magnetic susceptibility on a microscopic scale within tissues contributes to MR contrast and is the basis of functional MRI. The magnetic aspects of MR compatibility are discussed in terms of two levels of acceptability: Materials with the first kind of magnetic field compatibility are such that magnetic forces and torques do not interfere significantly when the materials are used within the magnetic field of the scanner; materials with the second kind of magnetic field compatibility meet the more demanding requirement that they produce only negligible artifacts within the MR image and their effect on the positional accuracy of features within the image is negligible or can readily be corrected. Several materials exhibiting magnetic field compatibility of the second kind have been studied and a group of materials that produce essentially no image distortion, even when located directly within the imaging field of view, is identified. Because of demagnetizing effects, the shape and orientation, as well as the susceptibility, of objects within and adjacent to the imaging region is important in MRI. The quantitative use of susceptibility data is important to MRI, but the use of literature values for the susceptibility of materials is often difficult because of inconsistent traditions in the definitions and units used for magnetic parameters-particularly susceptibility. The uniform use of SI units for magnetic susceptibility and related quantities would help to achieve consistency and avoid confusion in MRI."},{"title":"Adversarial Attacks and Defenses in Deep Learning","type":"journal","authors":[{"first_name":"Kui","last_name":"Ren"},{"first_name":"Tianhang","last_name":"Zheng"},{"first_name":"Zhan","last_name":"Qin"},{"first_name":"Xue","last_name":"Liu"}],"year":2020,"source":"Engineering","identifiers":{"issn":"20958099","doi":"10.1016/j.eng.2019.12.012"},"keywords":["Adversarial attack","Adversarial defense","Adversarial example","Deep neural network","Machine learning"],"pages":"346-360","volume":"6","issue":"3","month":3,"publisher":"Elsevier Ltd","day":1,"id":"7a9699d5-1f05-3ccb-9a01-b4bf4fa0bd64","created":"2020-05-26T08:16:58.562Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-06-03T14:52:49.389Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Ren2020","private_publication":false,"abstract":"With the rapid developments of artificial intelligence (AI) and deep learning (DL) techniques, it is critical to ensure the security and robustness of the deployed algorithms. Recently, the security vulnerability of DL algorithms to adversarial samples has been widely recognized. The fabricated samples can lead to various misbehaviors of the DL models while being perceived as benign by humans. Successful implementations of adversarial attacks in real physical-world scenarios further demonstrate their practicality. Hence, adversarial attack and defense techniques have attracted increasing attention from both machine learning and security communities and have become a hot research topic in recent years. In this paper, we first introduce the theoretical foundations, algorithms, and applications of adversarial attack techniques. We then describe a few research efforts on the defense techniques, which cover the broad frontier in the field. Several open problems and challenges are subsequently discussed, which we hope will provoke further research efforts in this critical area."},{"title":"Guess First to Enable Better Compression and Adversarial Robustness","type":"journal","authors":[{"first_name":"Sicheng","last_name":"Zhu"},{"first_name":"Bang","last_name":"An"},{"first_name":"Shiyu","last_name":"Niu"}],"year":2020,"identifiers":{"arxiv":"2001.03311"},"websites":["http://arxiv.org/abs/2001.03311"],"month":1,"day":10,"id":"02af907c-2b68-3cdb-9977-0ccab646c66e","created":"2020-05-26T08:16:58.084Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:58.084Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Machine learning models are generally vulnerable to adversarial examples, which is in contrast to the robustness of humans. In this paper, we try to leverage one of the mechanisms in human recognition and propose a bio-inspired classification framework in which model inference is conditioned on label hypothesis. We provide a class of training objectives for this framework and an information bottleneck regularizer which utilizes the advantage that label information can be discarded during inference. This framework enables better compression of the mutual information between inputs and latent representations without loss of learning capacity, at the cost of tractable inference complexity. Better compression and elimination of label information further bring better adversarial robustness without loss of natural accuracy, which is demonstrated in the experiment."},{"title":"Automatic fetal brain extraction from 2D in utero fetal MRI slices using deep neural network","type":"journal","authors":[{"first_name":"Jinpeng","last_name":"Li"},{"first_name":"Yishan","last_name":"Luo"},{"first_name":"Lin","last_name":"Shi"},{"first_name":"Xin","last_name":"Zhang"},{"first_name":"Ming","last_name":"Li"},{"first_name":"Bing","last_name":"Zhang"},{"first_name":"Defeng","last_name":"Wang"}],"year":2020,"source":"Neurocomputing","identifiers":{"issn":"18728286","doi":"10.1016/j.neucom.2019.10.032"},"keywords":["Brain extraction","Deep learning","Fetal MRI","Fully connected network","Residual learning block","Segmentation"],"pages":"335-349","volume":"378","month":2,"publisher":"Elsevier B.V.","day":22,"id":"e1ab3f8c-50ee-31ee-a835-3b475de68d8e","created":"2020-05-26T08:16:57.888Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:57.888Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Background: In utero fetal MRI has been developing in common medical prenatal practice for nearly two decades. But the applications and research on fetal MRI still lag behind due to the lack of specialized image processing and analysis tools. Brain extraction, as an initial preprocessing step for many brain MRI-based processing methods, is an important basis for accurate fetal MRI analysis. However, it is very challenging to automatically extract fetal brains from fetal MRI due to the large variation in fetal brains across different gestational weeks and complex maternal tissues surrounding the fetal brains. Method: We proposed a novel two-step framework using the deep learning method for solving the challenging problem of automatic fetal brain extraction in 2D in utero fetal MRI slices. The proposed framework consisted of two fully convolutional network (FCN) models, i.e., a shallow FCN and an extra deep multi-scale FCN (M-FCN). The first shallow FCN rapidly located the fetal brain and extracted the region of interest (ROI) containing the brain. Then, within the brain ROI, the M-FCN further refined the segmentation and produced the final brain mask by leveraging the multi-scale information and residual learning blocks. Dilated convolutional layers were employed in both FCNs to control the size of feature maps and increase the field of view. Result: Eighty-eight 2D fetal MRIs were collected for experiments. We compared our method with the state-of-the-art methods on extracting fetal brains. It has been evaluated that our proposed framework outperformed the other methods in both fetal brain localization and segmentation tasks. With the proposed method, we located the fetal brain with an accuracy of 100%. The brain segmentation performance was measured based on the overlap between the automatic segmentations and the manual segmentations. Our proposed method achieved an average of 0.958 Dice score, 0.950 sensitivity rate, and 0.968 precision on the testing dataset, and it took an average of 6 s to process one fetal MRI stack on a workstation with TITAN X GPU and i7-6700 CPU. Conclusion: In this paper, we proposed an effective and efficient deep learning framework for automatic fetal brain extraction from fetal MRI. It has been validated with solid experiments that the proposed method can be used as a practical and useful tool in clinical practice and neuroscience research."},{"title":"Deep neural network with generative adversarial networks pre-training for brain tumor classification based on MR images","type":"journal","authors":[{"first_name":"Navid","last_name":"Ghassemi"},{"first_name":"Afshin","last_name":"Shoeibi"},{"first_name":"Modjtaba","last_name":"Rouhani"}],"year":2020,"source":"Biomedical Signal Processing and Control","identifiers":{"issn":"17468108","doi":"10.1016/j.bspc.2019.101678"},"keywords":["Brain tumor classification","Deep neural networks","Generative adversarial network (GAN)","Magnetic resonance imaging (MRI)"],"pages":"101678","volume":"57","month":3,"publisher":"Elsevier Ltd","day":1,"id":"0293f821-c543-30c8-a3f0-bc203304b640","created":"2020-05-26T08:16:57.885Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:57.885Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"In this paper, a new deep learning method for tumor classification in MR images is presented. A deep neural network is first pre-trained as a discriminator in a generative adversarial network (GAN) on different datasets of MR images to extract robust features and to learn the structure of MR images in its convolutional layers. Then the fully connected layers are replaced and the whole deep network is trained as a classifier to distinguish three tumor classes. The deep neural network classifier has six layers and about 1.7 million weight parameters. Pre-training as a discriminator of a GAN together with other techniques such as data augmentations (image rotation and mirroring) and dropout prevent the network from overtraining on a relatively small dataset. This method is applied to an MRI data set consists of 3064 T1-CE MR images from 233 patients, 13 images from each patient on average, with three different brain tumor types: meningioma (708 images), glioma (1426 images), and pituitary tumor (930 images). 5-Fold cross-validation is used to evaluate the performance of overall design, achieving the highest accuracy as compared to state-of-art methods."},{"title":"Prostate segmentation in MRI using a convolutional neural network architecture and training strategy based on statistical shape models","type":"journal","authors":[{"first_name":"Davood","last_name":"Karimi"},{"first_name":"Golnoosh","last_name":"Samei"},{"first_name":"Claudia","last_name":"Kesch"},{"first_name":"Guy","last_name":"Nir"},{"first_name":"Septimiu E.","last_name":"Salcudean"}],"year":2018,"source":"International Journal of Computer Assisted Radiology and Surgery","identifiers":{"issn":"18616429","pmid":"29766373","doi":"10.1007/s11548-018-1785-8"},"keywords":["Convolutional neural networks","Deep learning","Medical image segmentation","Prostate segmentation","Statistical shape models"],"pages":"1211-1219","volume":"13","issue":"8","month":8,"publisher":"Springer Verlag","day":1,"id":"72d0dd0d-9db8-3804-ae55-c66c1c7dbff3","created":"2020-05-26T08:16:57.880Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:57.880Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Purpose: Most of the existing convolutional neural network (CNN)-based medical image segmentation methods are based on methods that have originally been developed for segmentation of natural images. Therefore, they largely ignore the differences between the two domains, such as the smaller degree of variability in the shape and appearance of the target volume and the smaller amounts of training data in medical applications. We propose a CNN-based method for prostate segmentation in MRI that employs statistical shape models to address these issues. Methods: Our CNN predicts the location of the prostate center and the parameters of the shape model, which determine the position of prostate surface keypoints. To train such a large model for segmentation of 3D images using small data (1) we adopt a stage-wise training strategy by first training the network to predict the prostate center and subsequently adding modules for predicting the parameters of the shape model and prostate rotation, (2) we propose a data augmentation method whereby the training images and their prostate surface keypoints are deformed according to the displacements computed based on the shape model, and (3) we employ various regularization techniques. Results: Our proposed method achieves a Dice score of 0.88, which is obtained by using both elastic-net and spectral dropout for regularization. Compared with a standard CNN-based method, our method shows significantly better segmentation performance on the prostate base and apex. Our experiments also show that data augmentation using the shape model significantly improves the segmentation results. Conclusions: Prior knowledge about the shape of the target organ can improve the performance of CNN-based segmentation methods, especially where image features are not sufficient for a precise segmentation. Statistical shape models can also be employed to synthesize additional training data that can ease the training of large CNNs."},{"title":"Deep learning","type":"generic","authors":[{"first_name":"Yann","last_name":"Lecun"},{"first_name":"Yoshua","last_name":"Bengio"},{"first_name":"Geoffrey","last_name":"Hinton"}],"year":2015,"source":"Nature","identifiers":{"issn":"14764687","scopus":"2-s2.0-84930630277","pmid":"26017442","sgr":"84930630277","pui":"604536300","doi":"10.1038/nature14539"},"keywords":["Computer science","Mathematics and computing"],"pages":"436-444","volume":"521","issue":"7553","month":5,"publisher":"Nature Publishing Group","day":27,"id":"a0d7a723-9e81-35d4-88f6-c07a4774f0a3","created":"2020-05-26T08:11:26.259Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:11:26.259Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Deep learning allows computational models that are composed of multiple processing layers to learn representations of data with multiple levels of abstraction. These methods have dramatically improved the state-of-the-art in speech recognition, visual object recognition, object detection and many other domains such as drug discovery and genomics. Deep learning discovers intricate structure in large data sets by using the backpropagation algorithm to indicate how a machine should change its internal parameters that are used to compute the representation in each layer from the representation in the previous layer. Deep convolutional nets have brought about breakthroughs in processing images, video, speech and audio, whereas recurrent nets have shone light on sequential data such as text and speech."},{"title":"Explaining and harnessing adversarial examples","type":"conference_proceedings","authors":[{"first_name":"Ian J.","last_name":"Goodfellow"},{"first_name":"Jonathon","last_name":"Shlens"},{"first_name":"Christian","last_name":"Szegedy"}],"year":2015,"source":"3rd International Conference on Learning Representations, ICLR 2015 - Conference Track Proceedings","identifiers":{"scopus":"2-s2.0-85068958388","sgr":"85068958388","pui":"628979431","arxiv":"1412.6572"},"month":12,"publisher":"International Conference on Learning Representations, ICLR","day":20,"id":"04d9b8b7-69cb-372b-b72d-8dd8dcc1c646","created":"2020-05-26T08:10:41.826Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:10:51.621Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Several machine learning models, including neural networks, consistently misclassify adversarial examples—inputs formed by applying small but intentionally worst-case perturbations to examples from the dataset, such that the perturbed input results in the model outputting an incorrect answer with high confidence. Early attempts at explaining this phenomenon focused on nonlinearity and overfitting. We argue instead that the primary cause of neural networks’ vulnerability to adversarial perturbation is their linear nature. This explanation is supported by new quantitative results while giving the first explanation of the most intriguing fact about them: their generalization across architectures and training sets. Moreover, this view yields a simple and fast method of generating adversarial examples. Using this approach to provide examples for adversarial training, we reduce the test set error of a maxout network on the MNIST dataset."},{"title":"Hierarchical imitation and reinforcement learning","type":"conference_proceedings","authors":[{"first_name":"Hoang M.","last_name":"Le"},{"first_name":"Nan","last_name":"Jiang"},{"first_name":"Alekh","last_name":"Agarwal"},{"first_name":"Miroslav","last_name":"Dudík"},{"first_name":"Yisong","last_name":"Yue"},{"first_name":"Hal","last_name":"Daumé"}],"year":2018,"source":"35th International Conference on Machine Learning, ICML 2018","identifiers":{"issn":"1938-7228","scopus":"2-s2.0-85057287900","sgr":"85057287900","pui":"625196436","arxiv":"1803.00590","isbn":"9781510867963"},"pages":"4560-4573","volume":"7","month":5,"publisher":"International Machine Learning Society (IMLS)","day":24,"id":"8d08d1b7-f333-382f-9b6a-45e002c9eb5e","created":"2020-05-26T08:09:54.405Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:09:54.405Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"We study how to effectively leverage expert feedback to learn sequential decision-making policies. We focus on problems with sparse rewards and long time horizons, which typically pose significant challenges in reinforcement learning. We propose an algorithmic framework, called hierarchical guidance, that leverages the hierarchical structure of the underlying problem to integrate different modes of expert interaction. Our framework can incorporate different combinations of imitation learning (IL) and reinforcement learning (RL) at different levels, leading to dramatic reductions in both expert effort and cost of exploration. Using long-horizon benchmarks, including Montezuma's Revenge, we demonstrate that our approach can learn significantly faster than hierarchical RL, and be significantly more label-efficient than standard IL. We also theoretically analyze labeling cost for certain instantiations of our framework."},{"title":"An Overview of Low-Rank Matrix Recovery from Incomplete Observations","type":"generic","authors":[{"first_name":"Mark A.","last_name":"Davenport"},{"first_name":"Justin","last_name":"Romberg"}],"year":2016,"source":"IEEE Journal on Selected Topics in Signal Processing","identifiers":{"issn":"19324553","scopus":"2-s2.0-84970998198","sgr":"84970998198","pui":"610479106","doi":"10.1109/JSTSP.2016.2539100"},"pages":"608-622","volume":"10","issue":"4","month":6,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":1,"id":"e557f154-8324-3f67-a5dc-0d908628bdfe","created":"2020-05-26T08:09:07.830Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:09:07.830Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Low-rank matrices play a fundamental role in modeling and computational methods for signal processing and machine learning. In many applications where low-rank matrices arise, these matrices cannot be fully sampled or directly observed, and one encounters the problem of recovering the matrix given only incomplete and indirect observations. This paper provides an overview of modern techniques for exploiting low-rank structure to perform matrix recovery in these settings, providing a survey of recent advances in this rapidly-developing field. Specific attention is paid to the algorithms most commonly used in practice, the existing theoretical guarantees for these algorithms, and representative practical applications of these techniques."},{"title":"Transferability in Machine Learning: from Phenomena to Black-Box Attacks using Adversarial Samples","type":"journal","authors":[{"first_name":"Nicolas","last_name":"Papernot"},{"first_name":"Patrick","last_name":"McDaniel"},{"first_name":"Ian","last_name":"Goodfellow"}],"year":2016,"identifiers":{"arxiv":"1605.07277"},"websites":["http://arxiv.org/abs/1605.07277"],"month":5,"day":23,"id":"19ae1a33-012a-3143-baba-bd19bfc69e26","created":"2020-05-26T08:08:34.240Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:08:43.434Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Many machine learning models are vulnerable to adversarial examples: inputs that are specially crafted to cause a machine learning model to produce an incorrect output. Adversarial examples that affect one model often affect another model, even if the two models have different architectures or were trained on different training sets, so long as both models were trained to perform the same task. An attacker may therefore train their own substitute model, craft adversarial examples against the substitute, and transfer them to a victim model, with very little information about the victim. Recent work has further developed a technique that uses the victim model as an oracle to label a synthetic training set for the substitute, so the attacker need not even collect a training set to mount the attack. We extend these recent techniques using reservoir sampling to greatly enhance the efficiency of the training procedure for the substitute model. We introduce new transferability attacks between previously unexplored (substitute, victim) pairs of machine learning model classes, most notably SVMs and decision trees. We demonstrate our attacks on two commercial machine learning classification systems from Amazon (96.19% misclassification rate) and Google (88.94%) using only 800 queries of the victim model, thereby showing that existing machine learning approaches are in general vulnerable to systematic black-box attacks regardless of their structure."},{"title":"Towards Deep Learning Models Resistant to Adversarial Attacks","type":"journal","authors":[{"first_name":"Aleksander","last_name":"Madry"},{"first_name":"Aleksandar","last_name":"Makelov"},{"first_name":"Ludwig","last_name":"Schmidt"},{"first_name":"Dimitris","last_name":"Tsipras"},{"first_name":"Adrian","last_name":"Vladu"}],"year":2017,"source":"6th International Conference on Learning Representations, ICLR 2018 - Conference Track Proceedings","identifiers":{"arxiv":"1706.06083"},"websites":["http://arxiv.org/abs/1706.06083"],"month":6,"publisher":"International Conference on Learning Representations, ICLR","day":19,"id":"45a51d0d-652e-34d1-b87e-0e478bcc9441","created":"2020-05-26T08:07:15.264Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:07:49.361Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Recent work has demonstrated that deep neural networks are vulnerable to adversarial examples---inputs that are almost indistinguishable from natural data and yet classified incorrectly by the network. In fact, some of the latest findings suggest that the existence of adversarial attacks may be an inherent weakness of deep learning models. To address this problem, we study the adversarial robustness of neural networks through the lens of robust optimization. This approach provides us with a broad and unifying view on much of the prior work on this topic. Its principled nature also enables us to identify methods for both training and attacking neural networks that are reliable and, in a certain sense, universal. In particular, they specify a concrete security guarantee that would protect against any adversary. These methods let us train networks with significantly improved resistance to a wide range of adversarial attacks. They also suggest the notion of security against a first-order adversary as a natural and broad security guarantee. We believe that robustness against such well-defined classes of adversaries is an important stepping stone towards fully resistant deep learning models. Code and pre-trained models are available at https://github.com/MadryLab/mnist_challenge and https://github.com/MadryLab/cifar10_challenge."},{"title":"Harnessing structures in big data via guaranteed low-rank matrix estimation: Recent theory and fast algorithms via convex and nonconvex optimization","type":"journal","authors":[{"first_name":"Yudong","last_name":"Chen"},{"first_name":"Yuejie","last_name":"Chi"}],"year":2018,"source":"IEEE Signal Processing Magazine","identifiers":{"issn":"10535888","scopus":"2-s2.0-85049366742","sgr":"85049366742","pui":"622796230","doi":"10.1109/MSP.2018.2821706"},"pages":"14-31","volume":"35","issue":"4","month":7,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":1,"id":"fad326a1-be24-3b1c-9e15-fbef3c76b1fc","created":"2020-05-26T08:06:37.509Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:06:37.509Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Low-rank modeling plays a pivotal role in signal processing and machine learning, with applications ranging from collaborative filtering, video surveillance, and medical imaging to dimensionality reduction and adaptive filtering. Many modern high-dimensional data and interactions thereof can be modeled as lying approximately in a low-dimensional subspace or manifold, possibly with additional structures, and its proper exploitations lead to significant cost reduction in sensing, computation, and storage. In recent years, there has been a plethora of progress in understanding how to exploit low-rank structures using computationally efficient procedures in a provable manner, including both convex and nonconvex approaches. On one side, convex relaxations such as nuclear norm minimization often lead to statistically optimal procedures for estimating low-rank matrices, where first-order methods are developed to address the computational challenges; on the other side, there is emerging evidence that properly designed nonconvex procedures, such as projected gradient descent, often provide globally optimal solutions with a much lower computational cost in many problems. This survey article provides a unified overview of these recent advances in low-rank matrix estimation from incomplete measurements. Attention is paid to rigorous characterization of the performance of these algorithms and to problems where the lowrank matrix has additional structural properties that require new algorithmic designs and theoretical analysis."},{"title":"Threat of Adversarial Attacks on Deep Learning in Computer Vision: A Survey","type":"generic","authors":[{"first_name":"Naveed","last_name":"Akhtar"},{"first_name":"Ajmal","last_name":"Mian"}],"year":2018,"source":"IEEE Access","identifiers":{"issn":"21693536","scopus":"2-s2.0-85042198914","sgr":"85042198914","pui":"620775110","arxiv":"1801.00553","doi":"10.1109/ACCESS.2018.2807385"},"keywords":["Deep learning","adversarial learning","adversarial perturbation","black-box attack","perturbation detection","white-box attack"],"pages":"14410-14430","volume":"6","month":2,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":16,"id":"9cb658fa-1871-32f6-9fb0-c0268c2c9d24","created":"2020-05-26T08:06:00.133Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:06:00.133Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Deep learning is at the heart of the current rise of artificial intelligence. In the field of computer vision, it has become the workhorse for applications ranging from self-driving cars to surveillance and security. Whereas, deep neural networks have demonstrated phenomenal success (often beyond human capabilities) in solving complex problems, recent studies show that they are vulnerable to adversarial attacks in the form of subtle perturbations to inputs that lead a model to predict incorrect outputs. For images, such perturbations are often too small to be perceptible, yet they completely fool the deep learning models. Adversarial attacks pose a serious threat to the success of deep learning in practice. This fact has recently led to a large influx of contributions in this direction. This paper presents the first comprehensive survey on adversarial attacks on deep learning in computer vision. We review the works that design adversarial attacks, analyze the existence of such attacks and propose defenses against them. To emphasize that adversarial attacks are possible in practical conditions, we separately review the contributions that evaluate adversarial attacks in the real-world scenarios. Finally, drawing on the reviewed literature, we provide a broader outlook of this research direction."},{"title":"Brain MRI Image Classification for Cancer Detection Using Deep Wavelet Autoencoder-Based Deep Neural Network","type":"journal","authors":[{"first_name":"Pradeep","last_name":"Kumar Mallick"},{"first_name":"Seuc Ho","last_name":"Ryu"},{"first_name":"Sandeep Kumar","last_name":"Satapathy"},{"first_name":"Shruti","last_name":"Mishra"},{"first_name":"Gia Nhu","last_name":"Nguyen"},{"first_name":"Prayag","last_name":"Tiwari"}],"year":2019,"source":"IEEE Access","identifiers":{"issn":"21693536","scopus":"2-s2.0-85065174366","sgr":"85065174366","pui":"627426740","doi":"10.1109/ACCESS.2019.2902252"},"keywords":["Neural network (NN)","autoencoder (AE)","deep neural network (DNN)","image classification"],"pages":"46278-46287","volume":"7","publisher":"Institute of Electrical and Electronics Engineers Inc.","id":"7b308d1d-174d-303c-a455-50225dd00ee3","created":"2020-05-26T08:04:56.433Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:04:56.433Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Technology and the rapid growth in the area of brain imaging technologies have forever made for a pivotal role in analyzing and focusing the new views of brain anatomy and functions. The mechanism of image processing has widespread usage in the area of medical science for improving the early detection and treatment phases. Deep neural networks (DNN), till date, have demonstrated wonderful performance in classification and segmentation task. Carrying this idea into consideration, in this paper, a technique for image compression using a deep wavelet autoencoder (DWA), which blends the basic feature reduction property of autoencoder along with the image decomposition property of wavelet transform is proposed. The combination of both has a tremendous effect on sinking the size of the feature set for enduring further classification task by using DNN. A brain image dataset was taken and the proposed DWA-DNN image classifier was considered. The performance criterion for the DWA-DNN classifier was compared with other existing classifiers such as autoencoder-DNN or DNN, and it was noted that the proposed method outshines the existing methods."},{"title":"A survey on Image Data Augmentation for Deep Learning","type":"journal","authors":[{"first_name":"Connor","last_name":"Shorten"},{"first_name":"Taghi M.","last_name":"Khoshgoftaar"}],"year":2019,"source":"Journal of Big Data","identifiers":{"issn":"21961115","doi":"10.1186/s40537-019-0197-0"},"keywords":["Big data","Data Augmentation","Deep Learning","GANs","Image data"],"pages":"1-48","volume":"6","issue":"1","month":12,"publisher":"SpringerOpen","day":1,"id":"f77f21dd-0d9c-35e9-973d-9c23fadce284","created":"2020-05-26T08:04:01.779Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.169Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Shorten2019","private_publication":false,"abstract":"Deep convolutional neural networks have performed remarkably well on many Computer Vision tasks. However, these networks are heavily reliant on big data to avoid overfitting. Overfitting refers to the phenomenon when a network learns a function with very high variance such as to perfectly model the training data. Unfortunately, many application domains do not have access to big data, such as medical image analysis. This survey focuses on Data Augmentation, a data-space solution to the problem of limited data. Data Augmentation encompasses a suite of techniques that enhance the size and quality of training datasets such that better Deep Learning models can be built using them. The image augmentation algorithms discussed in this survey include geometric transformations, color space augmentations, kernel filters, mixing images, random erasing, feature space augmentation, adversarial training, generative adversarial networks, neural style transfer, and meta-learning. The application of augmentation methods based on GANs are heavily covered in this survey. In addition to augmentation techniques, this paper will briefly discuss other characteristics of Data Augmentation such as test-time augmentation, resolution impact, final dataset size, and curriculum learning. This survey will present existing methods for Data Augmentation, promising developments, and meta-level decisions for implementing Data Augmentation. Readers will understand how Data Augmentation can improve the performance of their models and expand limited datasets to take advantage of the capabilities of big data."},{"title":"Adversarial attacks on medical machine learning","type":"journal","authors":[{"first_name":"Samuel G.","last_name":"Finlayson"},{"first_name":"John D.","last_name":"Bowers"},{"first_name":"Joichi","last_name":"Ito"},{"first_name":"Jonathan L.","last_name":"Zittrain"},{"first_name":"Andrew L.","last_name":"Beam"},{"first_name":"Isaac S.","last_name":"Kohane"}],"year":2019,"source":"Science","identifiers":{"issn":"0036-8075","doi":"10.1126/science.aaw4399"},"pages":"1287-1289","volume":"363","issue":"6433","websites":["https://www.sciencemag.org/lookup/doi/10.1126/science.aaw4399"],"month":3,"publisher":"American Association for the Advancement of Science","day":22,"id":"be371528-2a7d-3223-b032-73b46cb7e8ba","created":"2020-05-26T08:03:23.141Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:03:23.141Z","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 =
Mendeley Plugin: Unfiltered results count: 239 ()
(2021) Desarrollo y evaluación de un videojuego serio para tratar la nictofobia
(2021) Desarrollo y evaluación de un videojuego serio para tratar la nictofobia
(2021) Diseño y Desarrollo de un Conjunto de Herramientas de Producción para Facilitar la Accesibilidad Auditiva en Videojuegos
(2021) Game Design as an Autonomous Research Subject, Information 2021, Vol. 12, Page 367 12(9), p. 367, Multidisciplinary Digital Publishing Institute, url, doi:10.3390/INFO12090367
(2021) Using Gestural Emotions Recognised Through a Neural Network as Input for an Adaptive Music System in Virtual Reality, Entertainment Computing, p. 100404, Elsevier, url, doi:10.1016/j.entcom.2021.100404
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
(2020) Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
(2020) Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
(2020) Formación de instructores de simuladores de vuelo basada en escenarios virtuales de entrenamiento
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
(2020) Battle Prediction System in StarCraft Combined with Topographic Considerations, Lecture Notes in Electrical Engineering 572 LNEE, p. 122-130, Springer, doi:10.1007/978-981-15-0187-6_14
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
() Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual - E-Prints Complutense, url
(2020) Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final
() Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final Creation of Tactical Role-Playing Games using Tools for End-User Development - E-Prints Complutense, url
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
() Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine Automatic planning for video game characters behavior as Unreal Engine plugin - E-Prints Complutense, url
(2020) Development of a User-Friendly Application for Creating Tactical Role-Playing Games, url
() (No Title), pdf
() Towards Basic Emotion Recognition using Players Body and Hands Pose in Virtual Reality Narrative Experiences, url
() (No Title), pdf
(2020) Developing an Automated Planning Tool for Non-Player Character Behavior, url
() (No Title), pdf
(2020) Who Trains the Trainers? Towards a Flight Instructors Simulator based on Training Scenarios, url
() (No Title), pdf
() Pac-Man or Pac-Bot? Exploring Subjective Perception of Players' Humanity in Ms. Pac-Man, url
() (No Title), pdf
() (No Title), url
() WELL PLAYED, url
() A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game, url
() (No Title), pdf
(2020) Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12311 LNAI, doi:10.1007/978-3-030-58342-2_17
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, doi:10.35951/V1I2.26
(2019) Retos para diseñar una metodología para el estudio de la historia del videojuego en España, Communication & Methods 1(2), p. 181-195, Communication and Methods, doi:10.35951/V1I2.35
(2019) Retos para diseñar una metodología para el estudio de la historia del videojuego en España, Communication & Methods 1(2), p. 181-195, Communication and Methods, doi:10.35951/V1I2.35
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, doi:10.35951/V1I2.26
(2019) Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual
(2019) Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity
(2019) An Analysis of the Effects of Physical Abilities on RTS Game Outcome Using Machine Learning Approach, ICTC 2019 - 10th International Conference on ICT Convergence: ICT Convergence Leading the Autonomous Future, p. 929-933, Institute of Electrical and Electronics Engineers Inc., doi:10.1109/ICTC46691.2019.8939771
(2019) Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual
() Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual - E-Prints Complutense, url
(2019) Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity
() Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity - E-Prints Complutense, url
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, doi:10.35951/v1i2.26
() Hacia una herramienta metodológica que optimice la eficacia del discurso: un caso de estudio aplicado a usuarios de videojuegos Towards a methodological tool for optimizing the efficacy of discourse analysis: a case study with video gamers - E-Prints Complutense, url
() Retos para diseñar una metodología para el estudio de la historia del videojuego en España | Comunicación y Métodos, url
(2019) Retos para diseñar una metodología para el estudio de la historia del videojuego en España, Communication & Methods 1(2), p. 181-195, Communication and Methods, url, doi:10.35951/v1i2.35
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, url, doi:10.35951/v1i2.26
() Hacia una herramienta metodológica que optimice la eficacia del discurso | Comunicación y Métodos, url
(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
(2019) Story and Narrative Development for Video Games, url
() Toward a Network Analysis of Empathic and Exciting AI Conversation and Scenario
() On a Formal Treatment of Deception in Argumentative Dialogues
() Utilizing deception information for dialog management of doctor-patient conversations
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos
(2018) Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción
(2018) Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción
() Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción - E-Prints Complutense, url
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
() Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity - E-Prints Complutense, url
(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
(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
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
(2017) Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
() Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos Development of a client-server application for the analysis of user experiences in virtual reality with visor movement tracking and hand signal recognition - E-Prints Complutense, url
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
(2017) Editorial, Entertainment Computing 22, p. 1, Elsevier B.V., doi:10.1016/j.entcom.2017.05.003
(2017) Preface for the special issue on Science in Videogames, Entertainment Computing 21, p. 95-96, Elsevier B.V., doi:10.1016/j.entcom.2017.02.001
(2017) The unexpected comfort of wearing headphones: Emotional and cognitive effects of headphone use when playing a bloody video game, Entertainment Computing 19, p. 43-52, Elsevier B.V., doi:10.1016/j.entcom.2016.10.004
(2017) Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data, Entertainment Computing 19, p. 65-81, Elsevier B.V., doi:10.1016/j.entcom.2016.12.002
() A machine learning approach to predict the winner in StarCraft based on influence maps - ScienceDirect, url
(2017) A machine learning approach to predict the winner in StarCraft based on influence maps, Entertainment Computing 19, p. 29-41, Elsevier B.V., doi:10.1016/j.entcom.2016.11.005
(2017) Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques
() Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques - E-Prints Complutense, url
(2017) Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences, CEUR Workshop Proceedings 1957
(2017) FX interactive: Growth and decline of the Spanish video games publisher, CEUR Workshop Proceedings 1957
(2017) A study on an efficient spatialisation technique for near-field sound in video games, CEUR Workshop Proceedings 1957
(2017) Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man, CEUR Workshop Proceedings 1957
(2017) The Ergonomic Development of Video Game Controllers, doi:10.4172/2165-7556.1000209
() (No Title), pdf
() (No Title), pdf
(2016) Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención
(2016) Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención
() Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención - E-Prints Complutense, url
() La realidad virtual y su aplicación en el tratamiento de la demencia: Una revisión de la literatura científica | La Ciencia al Servicio de la Salud, url
(2016) Influence of personal choices on lexical variability in referring expressions, Natural Language Engineering 22(2), doi:10.1017/S1351324915000182
(2016) A neuroevolution approach to imitating human-like play in Ms. Pac-man video game, CEUR Workshop Proceedings 1682
(2016) Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games, CEUR Workshop Proceedings 1682
(2016) "Who Am 'I' in the Game?": A Typology of the Modes of Ludic Subjectivity
() (17) (PDF) Measuring Presence: The Temple Presence Inventory, url
() Protege4Pizzas10Minutes - Protege Wiki, url
(2015) RTS AI Problems and Techniques, Encyclopedia of Computer Graphics and Games, p. 1-12, Springer International Publishing, doi:10.1007/978-3-319-08234-9_17-1
(2015) Modelling suspicion as a game mechanism for designing a computer-played investigation character, CEUR Workshop Proceedings 1394(January)
(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)
(2015) A naturalistic decision making perspective on studying intuitive decision making, Journal of Applied Research in Memory and Cognition 4(3), p. 164-168, Elsevier Inc., doi:10.1016/j.jarmac.2015.07.001
() Virtual Reality RPG Spoken Dialog System
() INVESTIGACIÓN SOBRE PSICOLOGIA DE LA MOTIVACIÓN EN LAS UNIVERSIDADES ESPAÑOLAS, url
(2014) A review of real-time strategy game AI, AI Magazine 35(4), p. 75-104, AI Access Foundation, doi:10.1609/aimag.v35i4.2478
(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
(2013) P2P-based resource discovery in dynamic grids allowing multi-attribute and range queries, Parallel Computing 39(10), p. 615-637, doi:10.1016/j.parco.2013.08.003
(2013) A review of computational intelligence in RTS games, Proceedings of the 2013 IEEE Symposium on Foundations of Computational Intelligence, FOCI 2013 - 2013 IEEE Symposium Series on Computational Intelligence, SSCI 2013, p. 114-121, doi:10.1109/FOCI.2013.6602463
(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
() The emotional arcs of stories are dominated by six basic shapes, url
() El narrador en la ficción interactiva. El jardinero y el laberinto | Biblioteca Virtual Miguel de Cervantes, url
(2013) The Morality of Play, Games and Culture 8(5), p. 307-329, url, doi:10.1177/1555412013493133
(2012) Optimal weighted nearest neighbour classifiers, Annals of Statistics 40(5), p. 2733-2763, doi:10.1214/12-AOS1049
(2012) EmoTales: Creating a corpus of folk tales with emotional annotations, Language Resources and Evaluation 46(3), doi:10.1007/s10579-011-9140-5
(2012) Preface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS
(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) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM
(2010) Assessing the Novelty of Computer-Generated Narratives Using Empirical Metrics 20, p. 565-588, doi:10.1007/s11023-010-9209-8
(2010) Assessing the novelty of computer-generated narratives using empirical metrics, Minds and Machines. Special Issue on Computational Creativity 20(4), p. 565–588
(2010) Semantic web approaches to the extraction and representation of emotions in texts, Semantic Web: Standards, Tools and Ontologies
(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
(2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM
(2010) Ontological reasoning for improving the treatment of emotions in text, Knowledge and Information Systems 25(3), p. 421-443
(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
(2009) A data mining approach to strategy prediction, CIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games, p. 140-147, doi:10.1109/CIG.2009.5286483
(2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing
(2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url
(2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial
(2008) A Testbed Environment for Interactive Storytellers
() An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, LNCS 5334, p. 83-88
() Juego Emergente: ¿Nuevas formas de contar historias en videojuegos? Emergent Game: New ways for storytelling in videogames?
() Narración Digital e Interactiva: Dirección automática de entornos virtuales, url
() Nº 8-REVISTA DE COMUNICACIÓN Y NUEVAS, url
() ËØÓÖÝ ÈÐÓØ ÒÒÖÖØØÓÒ ××× ÓÒ Ê
() Interactive Digital Storytelling: Automatic direction of virtual environments, url
() Evaluation of Automatic Generation of Basic Stories, url
(2008) Tesis doctoral
(2008) Intelligent moving of groups in real-time strategy games, 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008, p. 71-78, doi:10.1109/CIG.2008.5035623
(2008) A testbed environment for interactive storytellers, INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment
(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
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url
(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
(2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment
(2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing
(2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial
(2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url
(2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments
(2007) RCEI: An API for Remote Control of Narrative Environments, LNCS 4871, p. 181-186
(2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url
(2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments
(2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(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
(2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14
(2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments
(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
(2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales
(2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report
(2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06
(2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis
(2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales
(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
(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
(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
(2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14
(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
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association
(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
(2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity
(2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies
(2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14
(2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.
(2005) Interactive storytelling in educational environments, p. 1
() Story Generators: Models and Approaches for the Generation of Literary Artefacts "Dream on": Designing the ideal Story Generator Algorithm ACH/ALLC 2005
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World
() Creativity Issues in Plot Generation, url
() Narrative Models: Narratology Meets Artificial Intelligence, url
() Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL
() Automatic Customization of Non-Player Characters using Players Temperament, url
() Ontological Reasoning to Configure Emotional Voice Synthesis
() Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm
(2005) A game architecture for emergent story-puzzles in a persistent world, Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
(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
(2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity
(2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.
(2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14
(2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies
(2005) Story Plot Generation based on CBR, Knowledge-Based Systems. Special issue: AI-2004 18(4-5), p. 235-242
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association
(2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning
(2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity
(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
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
(2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
() A Description Logic Ontology for Fairy Tale Generation, url
() Transferring Game Mastering Laws to Interactive Digital Storytelling
() Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity
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() Story Plot Generation based on CBR, url
(2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment
(2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning
(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
(2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity
(2004) Transferring game mastering laws to interactive digital storytelling, Lecture Notes in Computer Science, p. 48–54, Springer, pdf
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
(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
(2003) The Video Game Lightning Rod, Information, Communication & Society 6(4), p. 523-550, url, doi:10.1080/1369118032000163240
(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
(1995) Support-vector networks, Machine Learning 20(3), p. 273-297, Springer Science and Business Media LLC, doi:10.1007/bf00994018
(1995) Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data
() Leonid Berov - Institute of Cognitive Science, url
(1992) An introduction to kernel and nearest-neighbor nonparametric regression, American Statistician 46(3), p. 175-185, doi:10.1080/00031305.1992.10475879
(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
(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
(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
(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
(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
(1969) A model of visual organization for the game of GO, Proceedings of the May 14-16, 1969, spring joint computer conference on XX - AFIPS '69 (Spring), p. 103, New York, New York, USA: ACM Press, url, doi:10.1145/1476793.1476819
(1936) THE USE OF MULTIPLE MEASUREMENTS IN TAXONOMIC PROBLEMS, Annals of Eugenics 7(2), p. 179-188, Wiley, doi:10.1111/j.1469-1809.1936.tb02137.x
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Las mías, own:
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Mendeley Plugin: Unfiltered results count: 59 ()
2021
(2021) Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality, Entertainment Computing 38, doi:10.1016/j.entcom.2021.100404
2020
(2020) Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12311 LNAI, doi:10.1007/978-3-030-58342-2_17
2019
(2019) Towards Human-Like Bots Using Online Interactive Case-Based Reasoning, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 11680 LNAI, doi:10.1007/978-3-030-29249-2_21
2018
(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
(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
(2017) Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man, CEUR Workshop Proceedings 1957
(2017) A study on an efficient spatialisation technique for near-field sound in video games, CEUR Workshop Proceedings 1957
(2017) FX interactive: Growth and decline of the Spanish video games publisher, CEUR Workshop Proceedings 1957
(2017) Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences, CEUR Workshop Proceedings 1957
2016
(2016) Influence of personal choices on lexical variability in referring expressions, Natural Language Engineering 22(2), doi:10.1017/S1351324915000182
(2016) A neuroevolution approach to imitating human-like play in Ms. Pac-man video game, CEUR Workshop Proceedings 1682
(2016) Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games, CEUR Workshop Proceedings 1682
2015
(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)
(2015) Modelling suspicion as a game mechanism for designing a computer-played investigation character, CEUR Workshop Proceedings 1394(January)
2012
(2012) EmoTales: Creating a corpus of folk tales with emotional annotations, Language Resources and Evaluation 46(3), doi:10.1007/s10579-011-9140-5
(2012) Preface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS
(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
(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
(2010) Semantic web approaches to the extraction and representation of emotions in texts, Semantic Web: Standards, Tools and Ontologies
(2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM
(2010) Assessing the novelty of computer-generated narratives using empirical metrics, Minds and Machines. Special Issue on Computational Creativity 20(4), p. 565–588
(2010) Ontological reasoning for improving the treatment of emotions in text, Knowledge and Information Systems 25(3), p. 421-443
2008
(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
(2008) A testbed environment for interactive storytellers, INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment
(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
(2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment
(2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing
2007
(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
(2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments
(2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url
(2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
2006
(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
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06
(2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis
(2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales
(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
(2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments
(2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14
(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
(2005) A game architecture for emergent story-puzzles in a persistent world, Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
(2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.
(2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14
(2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies
(2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity
(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
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association
(2005) Story Plot Generation based on CBR, Knowledge-Based Systems. Special issue: AI-2004 18(4-5), p. 235-242
2004
(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
(2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
(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
(2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity
(2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning
(2004) Transferring game mastering laws to interactive digital storytelling, Lecture Notes in Computer Science, p. 48–54, Springer, pdf
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En el folder de Mis publicaciones
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El grupo de Artificial Intelligence
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